Fraglimit: 200 frags; 2/3*300
Timelimit: 13.333 minutes; 2/3*20
Mirror damage: g_mirrordamage 0.333; the player inflicts 1/3 damage on himself for shooting a teammate. This is applied in order to discourage weapon spamming, senseless shooting, and highly inaccurate shooting.
Scoring: Only captures, flag returns, and suicides count, setting g_ctf_win_mode to 3, in other words.
On to the actual scoring, flag returns and suicides will remain constant, 3 points and -1 point respectively. Caps will lose 1/5 of their point value each time a single player caps. For example, the first cap Player 1 makes is worth the full 20 points. Caps 2 and 3 are worth 16 and 13 points respectively: 4/5*20=16; 4/5*16=12,8; 4/5*12,8=10,24. After 3 or so hypothetical caps by Player 1, Player 2 steps in to attack. Player 2's first personal cap, although the fourth capture in the team, will be worth 20 points.
After talking to Doku, he said that the coding of an additional cvar, g_ctf_flagscore_capture_reduction, may have to take place. I talked about one cvar with multiple instances, where the number of instances=the max players on a server. Basically, g_ctf_flagscore_capture_reduction would set the point value for 1 cap at 20 and count each subsequent cap as 4/5 of the previous value. So points per cap=4/5(4/5(...(20))), or 4/5 of 4/5 of ... of 20, 20 being the point value for the first cap.
(19:17:56) Doku-Work: so if you make it as simple as apple pie, then it would more likely be accepted
(19:20:49) Doku-Work: the most I think you could get is a reduction percentage value
In other words, the cap value is reduced by 20% for each new cap by a particular player, with the decimal point values being rounded up. Caps per player are already tracked and shown on the new scoreboard, so it's simply a matter of awarding 20% less points for each cap ON AN INDIVIDUAL BASIS, while using 20 points as a 'base' to reduce from. And here's some final elucidation:
(19:34:13) Doku-Work: when you first mentioned the idea, I thought you meant that each player would have to cap once before the original capper can cap again
(19:34:21) Doku-Work: lol
(19:34:28) Mute_Print: that would be impractical :3
(19:34:43) Doku-Work: yeah, your idea gives the team an option
(19:35:05) Doku-Work: they could rotate for more points, or they could stick with 1 or 2 good cappers for more caps and fewer points
(19:35:31) Doku-Work: if the score is close, then they might opt for the faster cappers just going for 10 pts
(19:35:45) Mute_Print: I was thinking of that 'jump-in reading' exercise that I did in middle school :3
(19:36:13) Mute_Print: where it was loosely organised and people took over once a passage was finished
(19:36:15) Doku-Work: hehe
(19:36:37) Mute_Print: of course, teamwork would be forced if a team hopes to win