So while thinking about all the balance and honor problem, this idea popped into my mind. Right now, the number one problem to being balanced is honor problems, because there are a lot of loss>wins unbalanced people who give negative honor. The idea behind the current honor system is that if you have more wins than losses, than you are viewed as "strong" at that time, and defeating you grants more honor. But honestly, we know that right now wins-loss balance is almost not connected to strength at all in MD. So, why not make honor gains be based on how balanced someone is? If someone more balanced attacks someone unbalanced, they gain positive honor. Vice versa, is someone unbalanced attacks someone balanced, they gain negative honor. This will encourage people to stay close to balance. A person's balance is calculated by the absolute amount of win-loss difference they have
Example:
player A : 200 wins, 100 losses --> 100 absolute difference
player B : 100 wins, 90 losses --> 10 absolute difference
player C : 0 wins, 90 losses --> 90 absolute difference.
If player A attacks player B or player C, it will gain negative honor.
If player B attack player A or player C, it will gain positive honor.
If player C attacks player A, it will gain positive honor. If PLayer C attacks player B, it will gain negative honor.
The amount of honor gained/lost follows the existing formula, but instead of counting how many more wins than losses alone, now it count the absolute difference between those two.
Of course, some adjustments should be made. For example, those with more losses should gain less negative honor than those with more wins, because getting balanced when you are severely unbalanced is harder for loss>wins people (who need to farm wins) than for wins>loss people (who can just sit there farming losses). If it gets implemented, a global balance reset will also be needed to prevent excessive chaos. But nevertheless, I think the system can help encourage more people to be balanced.
Please share your opinions =)