This will be a long response, both to z and to div.
Sorry for the confusing, my examples are dated, using the older formula. The new formula divides the players played time by the total time, so 5 seconds over 20 minutes = 0.00416 or 0.04% of the game. However, testing my theory, over the percentage is wrong, it should be multiplied by it >_<.
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((Pk-Pd)+2*(1+Fs*(Fk+Fr-Fd))) * (Tp/Tt)
Now if i played 3 mins from 20, my score is multiplied by 0,15 but if i played 20/20 by 1? Why? If I managed to achieve same thing in less time why my score should be lower?
In Facing Worlds, it's as simple as getting a rocket launcher, the mega shield outside your base and rocketing yourself to the health in the center, then rocketing yourself to the enemy's mega shield. You may at this point want to grab one of the 3 nexes available at the enemy base if you haven't grabbed one from yours.
For hydronex, fire 3 or so rockets at the bunker while you're running towards the enemy base and they'll scatter or at the least back off. Assuming you have now directed them towards the back of the bunker, have a mortar ready for it's fast refire and ability to screw up a nexer's aim and start bouncing secondaries to give you a set of "landmines" that tip you off if the enemy is looking for you.
You oversimplify everything. It seems like your opponents are bots but not living players. There isn't general winning strategy. Otherwise anyone would use it. Personally in fw you can easily be vaporized by roof campers while you will be going to take shield. Nex defenders not necessarily should stay in the bunker and better ones do not stay there at all.
lol wut? A player can hold 10 weapons. Seeing as how they respawn every 15, it's asinine to limit yourself. That's your own personal shit causing you problems.
Remember it's 8vs8 not 3vs3. I generally hate people who grab all the weapons they can. Does not matter that they will respawn in 15 secs. 15 secs is almost always enough to capture flag (from my nose).
Shotgun is used by every one of the more experienced players. It's a very powerful weapon that just takes practice. Having that attitude is going to hurt your abilities as a Nexuiz player because as I said earlier, you can kill someone in 3 shots.
I'll stay at my opinion. It's bad I don't see those more experienced players a lot. I already stated my opinion about sg lots of times.
Again, I think you'd be surprised just how limitless the possibilities can be when you begin to wrap your mind around the physics in the game.
Good knowledge of physics increase your chance to survive but does not make you invincible.
Unconsciously, my mind says, "I need this force to push me at this angle at this velocity while only taking away this much health with only these weapons available while I'm posed this much of a threat by the enemy."
I would agree talking about dm or 3vs3 ctf but not 8vs8 cause you don't/can't know where all the enemies are.
sev wrote:
I think what would be really important is some obvious and direct feedback, no matter what point system is used. Something like a big number at the top (+20 in green, or -5 in red) with an explanation underneath it (Complete Flag Capture, or Lost Flag).
Awesome idea! Visual cues would DEFINITELY help. Preferably not using centerprint though ;o) (unless it was higher and more stylized like in OpenArena.
Agree 100% with visual feedback. q3 had assist, defense, etc with visual icons displayed for some of your skills.
I am one of those who like the old school, or 'vanilla' CTF as some call it. Meaning, 1 cap = 1 score for the team.
Captures should be the only thing that decides a winning team. I have been saying this for years now.
I agree with ai and morfar. Oldschool ctf

. Now you lose because your teammates are fragged > 100 times by camping and spamming team of your opponents. There is no incentive to attack while you can WIN defending. If you go to minus with unsuccessful attacks, that's even worse. It's better lose trying to attack then win without trying.
In 8vs8 CTF, an unproductive player hurts the team much less than in the usual 3vs3 in e.g. UT. Therefore, there should be scores that punish unproductive team members, like, those who enter the enemy base, take the flag and get killed every single time because they always do it alone. That is what flag return points are for.
Firstly, they should punish the players not teams.
Also: a kamikaze capture run has much higher chances to succeed in Nexuiz than in UT. In UT, players are much slower, so it is easy to catch up with the enemy flag carrier. He can't use the translocator, while everyone else can. In Nexuiz, there is just a single chance for the defenders to stop the flag carrier. One Nex shot. If you hit, he's dead. If you miss, he's out of your view in the 1.5 seconds reload time.
Kamikaze attack is 99,9999% useless if team has at least 4 dedicated and good defenders.
So if ONLY captures count, this would favor single kamikaze runs in Nexuiz. Out of 20 attempts, one is bould to succeed as your defenders simply CANNOT have a >95% success rate.
You can have 100% success rate (seen that a lot of (and I mean TOO MANY)) times.
It seems you don't pay attention to that with increasing player count it's getting easier and easier to defend and much much harder to attack. Trying to make it fit both 3vs3 and 8vs8 is imho illogical.
Why 1 point for 1 capture is good (in my opinion). It was justified in plenty of other fps. Q3 had much more speed than UT and yet it used 1 point 1 capture. 1 point 1 capture will make Nexuiz more dynamic game where whole team (even noobs) will TRY to attack. It will make them learn laser jumping, bunnyhopping and corner cutting instead of rushing to the nearest nex/crylink. If enemy kills your defenders/grabs your flag , hunting down enemy fc, protecting your own becomes main priorities. Hunting and protecting yourself across whole map with insane speeds means more action than trying to grab the flag 10th time in a row alone.
About deaths and team play. Good defenders should get some appreciation like you now get rage, massacre, berserker, etc... eg., assist (call it differently), body defense/sacrifice, something for pickup, etc...
This is why sometimes deaths mean good thing. It's better to die while defending your fc with your own body then trying to stay alive all the time (cause CTF is not TDMNWF

)