Here's the deal with individual points. There are 3 categories: Offense, Defense and Style. Your total individual score at any given moment is the total of these 3 categories. Team scores aren't directly affected by individual scores.
There's a general underlying stat tracking system. You can award a stat for just about anything. Each stat can also award you any number of Offense, Defense and/or Style points.
It's all data-driven and very easy to change. Each stat has a log level, and the server operator can configure the stat tracker to only award stats above a certain level. A stat can optionally have an award associated with it. If a stat has an award, then the person with the highest value of that stat at the end of the match receives an award.
Style points are intended to be fun extras that are overshadowed by Offense and Defense points. If you're an LD and you kill someone near your flag, you currently get 1 Offense point (as you do with any kill) and 1 Defense point (for protecting your flag). If you do this and also manage to land an MA, you get an extra Style point for a total of 3 points.
Compare this to someone who goes for MA's but misses entirely. They get 0 points. Or compare this to someone who chooses not to go for MA's but still successfully defends the flag. They still get 2 points, and if they're more consistent because they don't go for flashy MA's, they'll consistently get 2 points.
The idea is that if you do something that helps your team, you get a nice number of points. And if you manage to do it with style, you get a bit extra. This is definitely just a "fun" feature for rewarding cool moments.
A game type chooses which stats it wants to track. It can track any weapon's raw damage as well as headshots and backstabs (if the weapon supports those notions). It can track damage dealt from source to target based on parameters like altitude and speed; for example, currently there's a stat that tracks midair discs, and another that tracks explosive hits over 150kph. But these are just examples. We can see how various stats work out during beta.
But the idea is that Offense and Defense scores reward genuinely useful actions. For example, one stat will be a "timely return" stat (not yet implemented) which awards 3 Defense points if you return a flag moments before your team caps. You get extra Offense points for destroying generators/sensors and extra Defense points for repairing them. You get extra Offense points for killing enemy flag defenders and extra Defense points for killing enemy flag attackers.
This system will surely need to be tweaked but I think we can make it work,
KP