CTF

Discuss Nexuiz gameplay here.

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Which scoring system/gameplay of the three options can you LIVE WITH? That is, by voting you state you'd accept ANY of what you voted for.

None
1
2%
Frags And Points - Full Flag Carrier Speed (like 2.42) ONLY
9
20%
Just Points, No Frags - Full Flag Carrier Speed ONLY
5
11%
Captures Only - Reduced Flag Carrier Speed ONLY
6
14%
Just Points, No Frags - Full Flag Carrier Speed OR Captures Only - Reduced Flag Carrier Speed
7
16%
Frags And Points - Full Flag Carrier Speed (like 2.42) OR Captures Only - Reduced Flag Carrier Speed
4
9%
Frags And Points - Full Flag Carrier Speed (like 2.42) OR Just Points, No Frags - Full Flag Carrier Speed
7
16%
All of these (IOW: I don't care)
5
11%
 
Total votes : 44

Postby ai » Thu Nov 06, 2008 11:52 am

My system is simply just this. 1 cap = 1 point. And 1 return = 0.25 points (1/4). These points just act as a mere counter. When 4 returns have been made 1 point goes to the team who returned the flag 4 times.
So if:

Leader team = 5 caps
Losing team = 4 caps

Now if the losing team has 3 returns and manages to return 1 more time they get 1 point which will give them 5 "caps".

It's rather simple, there can be an indicator showing how many returns have been made in the scoreboard if people don't like "invisible" points. I don't mind whichever.
Now you are free to distribute individual points for returning the flag/taking the flag/scoring or whatever as you which, as long as those do not affect the overall team score.

This system is almost the system that's currently in place, minus the frags and deaths of course.
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Postby Alien » Thu Nov 06, 2008 12:22 pm

divVerent wrote:The FC killer does not need any extra reward, his frag appears in the "frags" scoreboard column anyway so he can be proud of it.

No difference between regular frag and fckill is bad. Frags are all kills, while fckills = frags - kills of regular players. Regular kills should be accounted into personal score with lower coefficient than fckills..
Last edited by Alien on Thu Nov 06, 2008 12:24 pm, edited 1 time in total.
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Postby Alien » Thu Nov 06, 2008 12:23 pm

ai wrote:My system is simply just this. 1 cap = 1 point. And 1 return = 0.25 points (1/4). These points just act as a mere counter. When 4 returns have been made 1 point goes to the team who returned the flag 4 times.
So if:

Leader team = 5 caps
Losing team = 4 caps

Now if the losing team has 3 returns and manages to return 1 more time they get 1 point which will give them 5 "caps".

It's rather simple, there can be an indicator showing how many returns have been made in the scoreboard if people don't like "invisible" points. I don't mind whichever.
Now you are free to distribute individual points for returning the flag/taking the flag/scoring or whatever as you which, as long as those do not affect the overall team score.

This system is almost the system that's currently in place, minus the frags and deaths of course.


This is not captures-only system then (please admit that).
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Postby halogene » Thu Nov 06, 2008 12:23 pm

I actually think it would be nice to reward fragging of the flag carrier with more than one frag point, because such a kill is more valuable for the team than most other frags and it can be easily identified as such.

Another thought that occurred to me (I don't know if this came up already) is that often on space maps killing the flag carrier automatically leads to the flag being returned, e.g. if it drops into space. Shouldn't this be considered a "return" of the flag then? Of course only on the "reset" event (since on hook servers you might be able to recover it). I am not sure about generally counting "resets" as returns, though. Suicides of the flag carrier shouldn't count as returns at all of course.

Just a thought, because often for example in mentalspace I end up defending because nobody else does and pushing flag carriers into space like an automatic pusher machine (well, not quite, but you get the picture). At the end of the match I feel I have done quite a lot for the team but that doesn't show up really.

Personally I don't care much for points, anyway, so I will be fine with any scoring system whatever, but since we are discussing this here I just thought why not add my two cents :o)
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Postby ai » Thu Nov 06, 2008 1:20 pm

Alien wrote:This is not captures-only system then (please admit that).

Never said it was.
I am for a capture-only system yes. But seemingly as that won't happen I thought I could as well propose something in between. We "cap only" people compromise with this, and you "point system" guys compromise as well.
Instead of going with only one side, let's make the best of the both.
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Postby Alien » Thu Nov 06, 2008 1:31 pm

ai wrote:
Alien wrote:This is not captures-only system then (please admit that).

Never said it was.
I am for a capture-only system yes. But seemingly as that won't happen I thought I could as well propose something in between. We "cap only" people compromise with this, and you "point system" guys compromise as well.
Instead of going with only one side, let's make the best of the both.

Alien wrote:Personally I could even go for ONLY CAPS count NO BOOST reduce for 3.0 as default mode if map makers will make ctf maps which fit nexuiz (3.0 because good maps need time to be made).
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Postby ai » Thu Nov 06, 2008 2:12 pm

Never saw that quote from you. But still 3.0 is WAYS ahead in the future. Now I have no idea where the development is today but I still would count on at least a year, possibly 2 or even 3. It depends how many coders show up and stuff like that.. or?

But still, what has any of your quotes to do with the current problem? We still need a solution NOW.
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Postby Alien » Thu Nov 06, 2008 2:26 pm

My hope is that the current solution, whateve it will be, will be a temporary one until we get better maps.
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Postby [-z-] » Thu Nov 06, 2008 2:50 pm

divVerent wrote: But [-z-] will perhaps add a feature to kick players with -20, or ban them from playing and turning them into a spectator for 5 minutes.

This means you'd have to grab the flag 4 times and fail to score... and not kill a single player... I don't see how that's helping the team :-P. Also, in my pseudo code, I had implied the limit to spectate would be a cvar definable by server admins, -20 was just the "default value".


By switching to defense, the player not only earns points for flag carrier kills and returns but the enemy loses points for picking it up.
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Postby ai » Thu Nov 06, 2008 3:17 pm

People thought that reducing flag carrier speed was a very stupid thing to do to "enforce" teamplay. How do you think people will react to being kicked from game and brought to a spectator mode for trying to capture the flag but wasn't successful?
Sometimes, people don't care about killing the enemies. They just stack up on armour, health and jump into the enemy base trying to take the flag and get the hell out of there. That's how MOST good cappers play out there, they don't care much about killing any pursuers or anything (which is wrong yes I know, but they are still stubborn).

Maybe after this they'll gladly accept the speed reduction :twisted:
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