divVerent wrote:I still find [-z-]'s system very bad, as it rewards waiting before picking up the flag again. How weird is that.
I'll call this the 'camper clause', it's to fend against the argument, that if a camper were to snipe the flag carrier and his teammate were to pick it up, it would nullify the sniper's shot. (-5 fc kill, +5 world pickup).
Assuming you'll almost never get it on the 15 second mark, the highest players will usually get for picking up the flag after their teammate was killed, is 4 points (10-12 seconds), which I hope is an over estimate of the average time it takes your teammate to retreive a dropped flag.
divVerent wrote:The other aspects... maybe, but IMHO it gives too many points to defenders. Your team loses 18 points to the enemy when they fail to capture, but only win 25 points if they succeed. That means defending your flag successfully a single time is worth almost as much as a capture... which is quite odd.
This scoring system emphasizes the importance of defense.
divVerent wrote:And using a scoring system just for tie breakers is a bad idea too - it means the team is still rewarded for going in to the enemy base alone, and not punished at all for failed capture attempts. So as a "team thinker", you have nothing to lose and should just rush in without thinking about consequences.
I'm not sure I understand how this is true. You are most certainly punished for failed captures, a dropped flag is -5 points, a fc kill is +5 to the enemy and +3 for a return (not auto).