WaTTz!
09-28-2004, 06:24 PM
Assist Points
Have you ever been in a good duel with someone only to have your opponent blow away by a tank at the last second? Annoying isn't it.
The basic idea here is to make it so the player who has done the most damage gets an appropriate amount of credit. On top on this, if the player who has done the most damage did not actually 'kill' the target, the player who 'finished the job' will get assist compensation.
Important to note here: The point(s) will only be divided between the person who has done the MOST damage--and, if the 'most damaging player' does not actually kill the target, the 'assisting' player.
Now, this calls for some fairly radical changes to the "value of things" within T:V. Simply put, bigger numbers (as using decimals or fractions would be stupid). This also calls for a system that can track individual player to player damage on the fly, and compensate for healing and repair (This sort of thing is common in a large number of, if not most, RPGs).
Here is how things will break down:
3 points for an individual kill in which the 'most damaging player' actually killed the target.
2 points will be awarded to a player who has done the most damage to a target but did not kill said target.
1 point will be awarded to an 'assisting' player who kills a target, but did not do the most damage.
With those changes in place, we need to 'scale up' the value of everything else. This means pretty big numbers, but don't worry, they are proportional.
15 points for a flag cap.
9 points for repairing your teams generator.
3 Points for any style bonus, as well as any flag defence bonus.
Now, this means very big scores when all is said and done, but they will be absolutely proportional with the current system--while giving credit where credit is due.
CONSTRUCTIVE responces welcome, namely from people who know what they are talking about.
Have you ever been in a good duel with someone only to have your opponent blow away by a tank at the last second? Annoying isn't it.
The basic idea here is to make it so the player who has done the most damage gets an appropriate amount of credit. On top on this, if the player who has done the most damage did not actually 'kill' the target, the player who 'finished the job' will get assist compensation.
Important to note here: The point(s) will only be divided between the person who has done the MOST damage--and, if the 'most damaging player' does not actually kill the target, the 'assisting' player.
Now, this calls for some fairly radical changes to the "value of things" within T:V. Simply put, bigger numbers (as using decimals or fractions would be stupid). This also calls for a system that can track individual player to player damage on the fly, and compensate for healing and repair (This sort of thing is common in a large number of, if not most, RPGs).
Here is how things will break down:
3 points for an individual kill in which the 'most damaging player' actually killed the target.
2 points will be awarded to a player who has done the most damage to a target but did not kill said target.
1 point will be awarded to an 'assisting' player who kills a target, but did not do the most damage.
With those changes in place, we need to 'scale up' the value of everything else. This means pretty big numbers, but don't worry, they are proportional.
15 points for a flag cap.
9 points for repairing your teams generator.
3 Points for any style bonus, as well as any flag defence bonus.
Now, this means very big scores when all is said and done, but they will be absolutely proportional with the current system--while giving credit where credit is due.
CONSTRUCTIVE responces welcome, namely from people who know what they are talking about.