CTF personal scoring parameters poll

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How many flag carrier kills with returns are as good as a successful capture, in terms of contribution to the team?

3
6
27%
4
5
23%
5
6
27%
7
3
14%
10
0
No votes
20
2
9%
 
Total votes : 22

Postby divVerent » Tue Nov 11, 2008 4:53 pm

The server log still contains the nicknames, which can be argued to be personal data.
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 » Tue Nov 11, 2008 5:12 pm

Nonsense, because XSAX can be me or YOU anytime he wishes. Or I can be him too :idea:

Even IP is not proof (dynamic ips, infected proxified pcs, public access terminals, ip spoofing)
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Postby k0jak » Tue Nov 11, 2008 6:51 pm

I really am not sure i understand this poll...i think i do for the most part though.

but for example a (flag kill) should take 7x more to = the same amount of points for a flag-capture is what i'd propose...

so 7x FC kills = 1 flag capture.

im not sure about the WITH flag return, i was thinking of just if you kill the FC since you might not always be the one to return it or be able to.

Just whilst im here id propose a system like this (for personal scores).

Flag capture = 21 points
Flag kill = 3 points
Flag return = 3 points
Frag = 1 point

or something very very similar, thats just the basic stuff i can think of..no idea if you are going to include assists...
Last edited by k0jak on Tue Nov 11, 2008 6:56 pm, edited 1 time in total.
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Postby Alien » Tue Nov 11, 2008 6:53 pm

Imagine you get 100 points for capture.The question is how many points you should give for return?
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Postby k0jak » Tue Nov 11, 2008 6:57 pm

Alien wrote:Imagine you get 100 points for capture.The question is how many points you should give for return?


Ok I edited my post, i explain it there.
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Postby TwEaK » Wed Nov 12, 2008 12:21 am

Wheres the option for none?
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Postby divVerent » Wed Nov 12, 2008 7:50 am

There is no option NONE, as this is for personal scoring, NOT for team scores. Team scores being a capture counter is unharmed by this.

And intentionally this only covers the case when the capturer also returns. A second poll will decide how to distribute the points between capturer and returner.
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 divVerent » Wed Nov 19, 2008 6:48 pm

From this poll, we get:

g_ctf_flagscore_pickup_base + g_ctf_flagscore_capture = 25,
g_ctf_flagscore_pickup_base - g_ctf_flagpenalty_drop - g_ctf_flagpenalty_returned = -6,
g_ctf_flagscore_kill + g_ctf_flagscore_return = 8

Code: Select all
(%i26) solve([
  g_ctf_flagscore_pickup_base + g_ctf_flagscore_capture = 25, # 25 points per cap, generally agreed upon
  g_ctf_flagscore_pickup_base - g_ctf_flagpenalty_drop - g_ctf_flagpenalty_returned = -6, # fits the success ratio of "slightly more than 20%" from this poll
  g_ctf_flagscore_kill + g_ctf_flagscore_return = 8, # fits the defense points from this poll
  g_ctf_flagscore_kill = 3, # arbitrary by me
  g_ctf_flagscore_pickup_dropped = 1, # arbitrary by me
  g_ctf_flagscore_pickup_base=0, # arbitrary by me
  g_ctf_flagpenalty_returned=0 # no return penalty (we'll do drop penalty instead)
]);
(%o26) [[
  g_ctf_flagscore_pickup_dropped = 1,
  g_ctf_flagscore_return = 5,
  g_ctf_flagscore_kill = 3,
  g_ctf_flagpenalty_returned = 0,
  g_ctf_flagpenalty_drop = 6,
  g_ctf_flagscore_pickup_base = 0,
  g_ctf_flagscore_capture = 25
]]


This system gives 6 points drop penalty, and it can't really be avoided. However, removing 6 points at once is harsh. So let's make it 3 points when taking the flag ([-z-]'s deposit), 1 when dropping the flag, and 2 when it gets returned. Then retaking the flag after one died zeroes out the drop penalty, and you get another chance as if nothing happened.

Let's add [-z-]'s deposit...

Code: Select all
  g_ctf_flagscore_pickup_dropped = 1,
  g_ctf_flagscore_return = 5,
  g_ctf_flagscore_kill = 3,
  g_ctf_flagpenalty_returned = 2,
  g_ctf_flagpenalty_drop = 1,
  g_ctf_flagscore_pickup_base = -3,
  g_ctf_flagscore_capture = 28


Now the number 28 looks a bit odd. It basically is 25 points, and undoing the 3 points deposit. We got our scoring system.

Of course, we can freely shift points between return and kill, but I'll start with these values, as I believe the returner does the more risky work (as he does have to enter enemy lines to retrieve the flag).
Last edited by divVerent on Wed Nov 19, 2008 6:55 pm, edited 1 time in total.
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.
divVerent
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Posts: 3809
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Postby [-z-] » Wed Nov 19, 2008 6:51 pm

It looks good but I think the drop should be at least 2 points... again for pyschological reasons. 1 point just doesn't seem too bad from a personal standpoint. Teamwise, it hurts (with the kill + return) but I doubt many players will make that connection.
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Postby divVerent » Wed Nov 19, 2008 6:56 pm

Well, the loss of 2 for a return is a higher incentive to get the flag back (to avoid that loss). Alternatively, one could use 2 drop penalty, 1 return penalty, and 2 score for picking up again.

But the return is the time when the flag is actually lost and the round "decided", after all.
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.
divVerent
Site admin and keyboard killer
 
Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

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