CTF scoring system & gameplay

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Postby [ACI] Schwammerl (GER) » Mon Sep 29, 2008 8:49 am

You`ll always have the issue to bring all players together.

I played the modified version now for a while and my opinion is that we should try
to find out in the game what would be the best for the future.

Another idea is to keep everything as it is and reduce instead of it the health to 100 and the shield to 0 for the flag carrier if he has more than it.
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Postby divVerent » Mon Sep 29, 2008 9:53 am

No, it will NOT be a single cvar to toggle that. But cfg files to load different scoring system rule sets, and cvars for flag carrier speed.

Each single score setting is its own cvar.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby Alien » Mon Sep 29, 2008 12:35 pm

Addition to my sugesstion: 15 min timelimit and 300 score limit. That would be easy to convert to caps only mode = 10 caps. One cap/1,5 min is, imo, enough time. Another thing, if score diff is > 150 (1/2 score limit) game is automatically over because of unbalanced teams. I hope this won't be a common event due to the future autobalance thing.
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Postby alpha » Tue Sep 30, 2008 12:20 am

Alien wrote:Another thing, if score diff is > 150 (1/2 score limit) game is automatically over because of unbalanced teams. I hope this won't be a common event due to the future autobalance thing.


agree.

Now question is how to convince Green Marine to use the only right config ( http://svn.icculus.org/nexuiz/trunk/dat ... iew=markup )
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Postby [-z-] » Tue Sep 30, 2008 12:22 am

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).
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Postby Alien » Tue Sep 30, 2008 5:07 am

If your system is used only for tie breaking, then div is right, cause then only caps count.
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Postby divVerent » Tue Sep 30, 2008 9:31 am

Unless they happen to be equal at the end of the match, which is very seldom (and in that case, I'd prefer overtime).
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby [-z-] » Tue Sep 30, 2008 1:20 pm

divVerent wrote:Unless they happen to be equal at the end of the match, which is very seldom (and in that case, I'd prefer overtime).

Not everyone on the soccer team scores a goal but they can all have a feeling of accomplishment at the end of the game.

In the event of a tie, red flag caps = blue flag caps, this system would reward the "better team". Of course, this algorithm can get a lot more in depth but we'll just keep it bare-bones for the sake of simplicity.

In the future Nexuiz Ninjaz statistics system, experience points will be rewarded based on many dimensions, having a lot of flag captures doesn't mean shit if your drop average is too high or you lack fc kills, flag returns, kill combos or otherwise frags. Sure you may be able to rise to a level you feel happy with but to rise to a higher level of ninja, you must seek to understand the game from many perspectives.
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Postby Komier » Wed Oct 01, 2008 1:13 am

What about: 5 points for cap, 1 for return, first to 50 wins? You get 10 caps to win, or less if the other team is stupid and drops too much. (Numbers may not be ideal).

Can I have a reason this won't work?
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Postby Ed » Wed Oct 01, 2008 8:53 am

It's still possible for a team to win without scoring, that is a problem. 10 captures seems just too many as well so many games would timeout first.
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