divVerent wrote:Why is a failed capture attempt +1 point in your system? Why is pickup_late +1 (probably by mistake, should be equal to pickup_early)?
My reasoning was this, that if you pickup a flag that's a good thing, thus you get 1 point.
However, the pickup late and early aren't mistakes. Pickup late rewards 1 point cause that means people are actually trying to get the flag as opposed to run by it or just run straight to the enemys' base and wait for the flag to respawn, this should be rewarded.
Not giving points for pickup early is to balance things out with flag drop. Sure, one could argue that you get 1 point for pickup early so if someone drops the flag and picks it up his score would stay the same. But this gives the wrong impression with ### number of flag pickups and the score hasn't changed. That's why you get negative score if you drop the flag (drop key).
Also, in certain situations people might not even know they are carrying the flag cause they picked it up too fast, it was shot towards them or them towards the flag. This happens when there's a crowd and chaos.
PS. For people who don't know, you don't get a negative point when having a flag and being killed, only if you use the drop function.
divVerent wrote:Other than a failed capture actually INCREASING score, I like your system. To fix the score increasing problem, I suggest these changes:
g_ctf_flagpenalty_returned 1
Then, if you lose the flag and the enemy returns it, you again lose the point you got for picking up the flag.
I like that, didn't know this was possible but if it is, I gladly accept this.