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  1. #11
    Spamming the boards! testforecho's Avatar
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    Oct 2011
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    103
    Seems balanced,

    the only thing I can say is that with the old method deaths didn't give a penalty, so as it is now the light weapons part could gets less points if compared to the past, giving a higher weight to killing sprees (battle sense xp), which could also be obtained by camping, and heavy weapons + the rest.

    But with 1 point per hs, 2hs per kill gives 6 points per frag, which is not bad and it could compensate for the deaths. You could add 0.5 or less points per (hits-hs) as well, but then there is the problem with adrenaline on (half damage) or off. I would say no but it could be an idea.

    For the team switchers problems, can't the average score of team mates be taken on each sample, instead of all at once at the end?

    I mean on every single sample you take, you store how many points a player did in that slice of time, and how many average points his team mates (those player who are in his team *at the time you checked*) have gained since the last check. Next check, those names could have changed if someone switched, but you are only taking a partial score, at the end you sum it all.

    example (edited):
    Code:
    name(partial points gained since last check)
    
              Player | team mates average
    sample1 | +10    | name1(+6), name2(+5), average +5.5 --> store (+10, avg. team +5.5)
    sample2 | +15    | name1(+3), anotherguy(+20), avg. +11.5 --> (+15, avg. team +11.5)
    ---------------------------------------
    total   | +25    | +17 average for his team mates
    this way they could switch team at will, the only downside is that you can't show a clear endgame table with all this info for players to check the way their score was calculated
    Last edited by testforecho; 23-10-2011 at 09:35. Reason: changed teammates table from totals to averages

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