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MRP 4.0 Change Log

Updated: Aug 24, 2021


Introduction


The MRP system was developed by Matt Johnson back in 2016/17 to calculate scores for events we play in the game. Over the years the interface has become clunky and disorganised with many new ideas being forced into the sheet in a rather ugly way. MRP Version 4 (V4.0) is a complete re-write of the interface and reworking of some of the mathematics behind the scoring.


Interface

This is mostly for the benefit of the CFOPS officers who will use this sheet, but as it will be available for all members to view, a few words are required here.


Players are now shown horizontally across the sheet with various selection boxes for each. For example the build they are using and if they qualify for certain bonuses. If a selection box is grey then the sheet automatically 'knows' what to insert in this box so the CFOPs doesn't have to do it.



The top right of the sheet are the missions and event settings, for example, Captain ships, DPS Bonus, Threat Bonus, Fleet of the week etc. This box also contains the mission callout text to be copied into the game as well as more detailed mission information if that too needs to be copied into the game, for example on the Exploration missions. The usual script buttons are present but have been redesigned to look more modern and pleasing. In the centre of the sheet is the mission selection box and the score callout text to be copied

into the game as well as the X-Quotient score if players wish to know that too.




To the left of the sheet is the MRP multiplier which goes up to 6X MRP for special missions.

We also see the mission difficulty selector which controls whether or not the Elite Bonus is to be rewarded and the team death counter, any more than 1 death and the Elite Bonus is not rewarded.


There is also a callout telling the CFOPS how much available bonus MRP can be obtained by all players as long as there are no deaths.






At the end of each player row there is a X which is the expunge button for that player.




Automated Functions


The sheet will automatically know the following and thus these data do not need to be input by the CFOPS


Player Fleet

Player Allegiance

Player build (if the player added the build to the members' comments section ingame)

Hazard Team status

Leaderboard Status

Daily Bonus Status

Build Selection, if a ground map then only ground will be available for selection

Team Death Status


New Calculation System


The old calculation system had all sorts of weird and wonderful calculations to stop players from getting too high a score or too low a score and incorporated caps. MRP V4.0 has no caps. It is possible to earn a score of 0, but only if the player was effectively AFK. There is no upper cap, so players could conceivably earn millions of points, however, the higher the score the harder it becomes to increase that score. That's because all the new maths works on a square root power curve which looks like this:


The formula is simplicity itself, where Y = Squareroot of X, X is the result. The beauty of this curve is that it starts off quite steeply resulting in a fairly good score for those who don't have the best figures, it continues to rise steeply for those who do have good figures and then starts to flatten off. The higher the scores go the flatter the curve gets but it's never completely flat so there is always an opportunity to earn more. This system as mentioned requires no artificial caps.

Score Components:


Most score components are similar to the previous MRP system but some are calculated with the above curve, others are straight-up results.


DPS (curve)

Total Damage dealt (divider)

Max One Hit (divider)

Damage In (curve)

Threat (Curve)

Heal Out (curve)


other components of the score are


Special Event ship

Special event race/career

Build matching (your build matches your saved build)

Fleet of the Week

Hazard Team bonus

Elite Bonus (if no deaths on the team)

Elite Fleet bonus (small bonus if you are a member of an elite fleet)

Uniform

Daily Bonus

Special Event bonus setting (eg, heal, threat, max hit, dps etc) X2 (there are two of these available to select for the week.


All Merit Packs

All Merit Consoles


Here you can see a breakdown of the calculations for one player so you can see what is involved. If ever you wish to question your score a copy of this breakdown can be sent to you so you can see where your score is lacking or doing well.




No more Non-Parsable Events (NPE)


NPEs will still exist but they are now Near Parsable Events. The difference is that we count everything, including deaths but not including DPS. This is because Cryptic's engine doesn't record DPS over a distance of more than around 20Km but all other results are recorded correctly (although it occasionally misses a death). instead, a standard 200K DPS for space and 1000 DPS for ground is used for everyone. UPDATE:

In the rare case that values are not recorded correctly during an NPE, if the values are too low, then the sheet will automatically replace the values with standardised results. This is built in for DPS already, it has now been added for Damage In (<200K), threat (<5%) and healing out (<50K).


The CFOPS officer will now only have to paste the data into one sheet, the SCM Data Entry Sheet. The Non-parseable sheet will be removed.


It has also been updated and now mirrors the SCM combat log screen as shown below.



Screenshot of the SCM Data Entry Sheet

Other changes


  • It is no longer necessary to add a player to the fleet database if they are new, just the leaderboard is sufficient.

  • It is no longer necessary to add the mission on the SCM Data Entry sheet, only the main sheet.

  • Buying back deaths is no longer an option.

  • All players gain 1 free death in addition to any bonus free deaths they may have.

  • All elite events have had their bonuses reviewed and in most cases significantly increased.

  • All scripts have been optimised for speed and the CFOPS should notice that script execution is considerably faster.

  • EPG and Carrier builds are no longer weighted. The power curve function of the calculation deals with any extreme results very nicely.

  • The weighted sheet has therefore been removed and there is no more waiting for records to match (this has already been implemented).

  • The new sheet has very few warnings, uniform on space event being the only one that flags up.

  • Long ground missions no longer require a big multiplier as the power curve calculates the increased cumulative heal and damage in to give much higher scores than a short ground mission.

  • Some MRP consoles have had their effectiveness changed, this will be updated in the MRP console list soon.

  • The score graph is no longer used, but it is present on the personnel files page.

  • Random TFOs no longer receive a small bonus.

  • Battlezone events no longer receive a small bonus.

  • The MRP Result now uses the character name ingame, rather than the handle and removes any other data to make it clearer and quicker to read, e.g. MRP V4.0 Results - J'Tan-793016, Archer-990826, Brian the Blessed-346411, Jered-299118, Tobi-343921

  • The Official Crew bonus has been scrapped. This was too much of a headache to administer. Players who sign up to the website and have their profile publicly viewable will still get the badge.

MRP Merit Packs and MRP Console


If you look at the breakdown of the calculations above you will see the importance of the merit packs and consoles. Using these will significantly increase your score and hence your chance to win a large prize at the end of the year. All packs and consoles can be purchased by earning merits as you play. You can also shortcut this by purchasing the packs from our website for a small amount of real cash. This helps to fund what we do and offsets the high running costs of SRS as well as speed you on your journey to the top 10 places.


Conclusion

The MRP Version 4.0 will be much fairer overall, far easier to use, a lot quicker to work with and I hope as much fun as a spreadsheet can be (sorry I'm a nerd).


The MRP Version 4.0 is still being tested, any of the above is subject to change but that is unlikely at this point as it is working very well. The new system will be implemented next Sunday 29th August after one more week of testing. During that time, the MRP system will not be available for most of the day.


A tutorial video will be posted for CFOPS which will go over the above and make the transition smooth and easy.


ENDS





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