My original attraction to Nexuiz was provoked by it being a free fast paced quake-esque game with Capture The Flag (CTF). I had missed the "Quake train" because my computer hardware was never really focused on supporting games until recently. Feeling the need to replenish the enjoyment I felt from my xbox live Halo 2 days, mixed with suggestions and explanations about the Quake series and their awesome physics and competitive nature from my friend drags... I came about Nexuiz which fit the bill. Nexuiz was great but it wasn't perfect, soon I learned through school and experience, no software is.
The open-source nature of the game allows us to contribute our ideas and content to make it better for everyone. Some ideas never make it, lacking time, potential or otherwise care. Others flourish, creating breeding grounds for an avalanche of ideas that result in creative content we can all benefit and learn from.
My background is in web design but I'm still a code monkey junky at heart. Through a community some of you may know, an environment in which players who strive for a deeper understanding in both life and the game, relative to realms of knowledge in which we can collaborate and learn with others is emerging. I love being able to contribute while I learn and knowing others are doing the same.
Thanks for the history lesson, what's this all about?
I've often commented, maybe even complained of the imperfections in the scoring system. Blub's most recent contribution, the client-side scoreboard, has opened the doors of score calculating opportunity by providing more detailed statistics on the scoreboard. Concerning CTF, there are two things I'd like to address the first can benefit both public and private games/servers, the scoreboard, the second is only a concern on public servers, team balancing.
My Views On CTF
Like many professional sports, it's best played with teams setup using an offense, midfield and defense.

Being able to rotate between positions is a good quality to have but it's not required to make a good team. Again, like in professional sports, not every player is good at every position. As such, I believe the scoring system should try and compliment this style of play. Producing a feeling of accomplishment for not only the flag carrier but the other members of the team. Promoting a visual acknowledgment of their teamwork.
I've described this style of play in the past but I wanted to share the practice in action. If you have an SVN copy of Nexuiz, you can check out this demo which I believe shows many aspects of my average experience in CTF. The rush, the fall, the teamwork and the not.
Now that the I've explained how I understand CTF, I'd like to continue by address the two issues I mentioned above.
Scoreboard
The current trend is to use a "simple" method, showing only the # of flag caps and score. I believe this causes selfishness amongst players, especially on public servers where the only thing players have to gauge themselves in terms of skill are flag captures.
A more detailed scoreboard would result in a higher understanding of an individual's contribution to the team.
Some complain that the amount of information presented to them on that board is overwhelming, which is understandable if you're seeing all the information at once instead of focusing on the details you're interested in.
Others complain that "CTF is not (T)DM", but if you're dying 20 times more than your teammates, you're hurting your team. Your persistence isn't what should allow you to succeed, I believe it should be based on skill. Otherwise, you're in sense just ~gaming the system~.
Another solution may be a percentage based team contribution column.
Team Balancing
Concerning team balancing on public servers, I believe can all agree, sometimes, it's just not fair.
I've written this information in another thread but I want to refine and readdress the idea in this thread ("idea ??" is not the best title for a thread).
Post game, I propose a player is given a value (this could be doubled over for use in game as the percentage on the scoreboard). This value is weight against all the other players from that match and balance the teams in a fairer way.
The essential ingredients for ranking CTF players would be:
kills, deaths, flag scores, flag drops, flag returns and time. Ideally, flag carrier kills and accuracy would be incorporated but that would need bigger code changes. But ignoring those factors we can do something like this:
(Pk-Pd)+2*(1+Fs*(Fk+Fd-Fr))
----------------------------------
(Tp/Tt)
Where:
Pk = kills
Pd = deaths
Fs = flag scores
Fd = flag drops
Fr = flag returns
Fk = flag carrier kills
Tp = player's played time
Tt = total match time
In english, You'll get a combination of your killing power (kills minus deaths) plus your value as a team player (returns minus drops multiplied by the number of flag scores times 2). Notice, if the player has more drops than returns, they will be punished by the same function that would reward them if they weren't such a selfish player. Option, 2 could be subbed in with a value set by the server admin, v. Then divide those two numbers by time.
Optionally, each F could have a weight value. i.e. Fr = Fr * Frm where Fsm = 1. While Fkm = 1.5. In English, The player would have a reward value mutator defined by the server admin. In this case, scores are worth the value of 1 but flag carrier kills would carry a higher reward.
to summarize:
(k+v(x))/t
where:
k = killing power
v = value as a team player
x = bonus/punishment multiplier
t = time
Examples:
((k-d)+2*(1*f*(r-d)))/t
25 kills, 5 deaths, 3 flag caps, 1flag drop, 3 flag returns, 6 minutes
(team player)
((25-5)+2*(1*3*(3-1)))/6
(20+2*(1*3*(2)))/6
(20+2*(3*(2)))/6
(20+2*6)/6
(20+12)/6
(32)/6 = 5.333
20 kills, 15 deaths, 0 flag caps, 3 flag drop, 1 flag returns, 6 minutes
(selfish / unaware)
((20-15)+2*(1*0*(1-3)))/6
(5+2(-2))/6
= 1/6 = .1667
To summarize
I have described what I believe to be the problem(s) with the current system. I spent a lot of time detailing this out and I expect mature, well thought out posts in response. I'd like to get your views on CTF in consideration to the details I've mentioned above.