In essense points/hour is the best system on paper, as points represent the amount of work you have done towards your team.
The issue with it though is that point systems are never perfect, so a ranking based on points can become meaningless. Point system are prone to exploitation on the methods to get points the easiest, this can lead to deterioration of gameplay.
- In public games, plenty of times do i see people capping a capzone to just leave it afterwards to go to the next without any defense, as defending the place doesnt give any points.
- When i'm a MG, i get seriously annoyed by having 5 people to move out in open grounds to get shot just to ressuply me preferably from inside my line of fire rather than focussing on the enemy.
- Points are based on people their loves for doing something, rather than actual effect for the team. Giving someone ammo, is something that is not that loved by players so its rewarded with 5 points, yet an mg having 1 more clip does not give you as a team a major advantage.
In general i like point systems, if they could measure an absolute value of teamplay. Thats why i like ideas as a kill/point bonus for the winning team as no matter what happends the goal is to win that map.
But if a team absolutely works well together, they wont give an mg more ammo than he needs, and they wont put every single person in a capzone and then lay it to waste.
It will push people that want good stats (and believe me there are loads) to play in a certain way, that actually does not offer the best method to win the map.
And that is what annoys me the most as that is my goal in the game. Especially since in publics
i'm the guy that is either defending an older capzone rather than attacking, or being at a flank taking out mgs and snipers, or being just ahead of the capzone stopping the enemies from getting into the capzone. I will get 0 points for my team effort, as loads of infinite way that you help your team cannot or are not accounted in the point system so by default would get lower stats than others.
Now taking kills/hour is just another system that people will try to exploit. The difference is that killing people and alot during a timespan is not that easy, with most enemies being around the capzone.
The only way to make loads of kills, is being where the action is, which should be around the capzones, and the only way to make a good amount of kills within a time span is by not dying.
Kills/hour on paper might seem that once people exploit it that things like teamplay will completely vanish, but as i said the reason i liked it was because at the old rostats, it showed the stats that showed to me what i thought of good players (back then the community was small enough to pretty much know everybody) and not only people that were good shots, but people that capped objectives and helped the team go forward.
According to sepherioth the owner of rostats, some important features for the default ut2k4 stat logging were taken out of the code. So making a stat system could not use the ut2k4 base and would need to be done from scratch. He started on something with but dissapeared later on.
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So in short about what i said above.
Points/Hour would be the most ideal, as long as the point system is more exploit proof, and covers a more complete range of awards for teamwork than it does now.
Kills/Hour showed by simple emperical data under the current cap and point system, to give the best results conform my personal thoughts about what players, played the best, in both individual skill and teamwork. This in a community of 2 populated servers where i played 2-3 hours per day at, and thus knowing most people.
Although in general, best imo would be to show a variety of options, and allow people to sort for them self what they find more important. And sort players just like with rostats by points/hour or kills/hour or kill/death ratio. Whatever floats someones boat. Preferably without an actual ranking of players, but the ability to compare between players that you know.