TVR wrote:Punishment of unsuccessful flag runs does not differentiate upon ability, merely success rate, thus comparatively less skilled attackers are affected only.
It differentiates between a mental ability. If you repeatedly grab the flag and die and can't figure out the error of your ways, the system will assist in the learning process. There are many things seasoned players have seemingly forgotten about the learning process. Some ideas that are painfully obvious to us now were not always so. I wish there was something like this system in place when I learning. Early on, I was upsetting such seasoned players due to a lack of intimate knowledge of how the game works.
At face value, yes, you capture the flag to win. However, there are many more dimensions to be taken into consideration and I believe a more positive environment would be created if we figured out a way to express these things.
The negative points is merely a personal score, a way to rate yourself. It has no "real" affect on the game. In 2.4.2 it's obvious players old and new use the scoring to determine their abilities. The problem is 20 points for a flag capture has players focusing on flag captures for the sake of themselves, not the team. A relatively poor player was able to achieve a relatively high score out of stubbornness by flag sitting and flag hogging, which wastes time and resources. The fault here, is that a player who essentially ruined the game for the rest of their team would cop an attitude, "so what, I have the most points, I must be doing something right".
I don't consider this attitude to provide a health environment for gameplay. After close observation and many disappointments, I began to develop the theory behind the scoring system I use today on the Nexuiz Ninjaz SVN servers. My intent was to spread out the field play, emphasize the defense and better reflect personal abilities based on score.
I believe this system is successful in these points.
TVR wrote:Less skilled attackers would be relegated to defence & other frustrating tasks not willingly performed by anyone, concentrating the most enjoyable activity of flag running, to savvy flag runners such as yourself.
Attackers who can't figure out a good time to grab the flag will be punished. I often play defense when needed, I just happen to be a stronger offensive/midfield player. Much like in real life sports, people are stronger at different field positions. With or without the scoring system, weaker attackers would continue to fail. The scoring system provides positive incentives for playing defense, taking the focus off
the need to capture the flag. There is pride in other field positions and this system attempts to award whatever position the player is best at.
I understand that flag captures determine the outcome of the game. However, people seem to be neglecting the fact that defense is designed to discourage the enemy from gaining this advantage (flag scores towards a win). This should be rewarded as it helps the team.