Score/Pointsystem
Posted: 11 May 2011, 18:41
Here i want to discuss the DTG Scoring system. Everyone is welcome to comment on these, and suggest how to make them better. the decision of how the manage the pointsystem belongs to DTG too. So DTG will hold an Internal Poll to pick from all the versions put forward.
We dont want to discuss the sense of the Scoring system more the weighting of the Point giving to make it fair! And we dont want to show players bad behaviour ingame
Here is my Theory:
There are easy roles to play in nexuiz and there are hard jobs in Nexuiz. I want the people who do the hard Jobs to get more points than people who have an easy job. I think Flagrunners/Attackers have the hardest job in CTF. My Points system is based on this Theory.i'll count the Pros and Cons for every situation the Flagrunner/attacker and Defender might find themselves in. i'll probably miss some or Interpret some wrong, but that's why we discuss it here!
I count Pros and Cons for red Defenders and Pro and Cons for Blue attackers.
CLICK ON THE PICTURES TO SEE THEM FULLY!
Legend:
This is the Worst Case Scenario for everyone i think:
1. Situation
We take into account 4 defenders and 4 attackers and figure out the difficulty of the work which every type of player has to do and count the Pros and Cons for each situation for both sides.
2. Situation
Pro for Defenders
- Have time to move into Position
Cons for Defenders
none
Pro for Attackers
none
Contra for Attackers
- Need to defeat the other Attackers
3. Situation
Blue dominates red!
4. Situation
Pro for Defender
- Good position for a kill
- easy to tell where the attackers want to go
Contra for Defender
none
Pro for Attackers
none
Contra for Attackers
- dont know where all defenders are hiding
5. Situation
OK, now imagine that one blue attacker realy gets the flag!
Pro for Defenders
- Good position for a kill
- know where the left attackers are hiding
- enough time for killing
Cons for Defenders
none
Pro for Attackers
none
Cons for Attackers
- Flagcarrier doesnt know where all defenders are
- respawners helps defenders
6. Situation
Now The Defenders are trying hard to defeat the Flagrunner
Pro for Defender
- even on respawn, they're near to the Flagcarrier
- Position of the Flagcarrier is obvious
Contra for Defender
- Defenders and respawned Attackers from the other Team help the Flagcarrier
Pro for Attackers/Flagcarrier
- Have their Team's backup
Cons for Attackers
- Flagcarrier doesnt know where all defenders are
- respawners helps defenders
7. Situation
The Cap counts!
Pros for Defenders
- Can get help from attackers
Cons for Defenders
- Most defenders are Dead
Pros for Attackers/Flagcarrier
- Most defenders are death
Cons for Attackers
- Cant attack with everyone
Ok... i'll count.
Defender
9 Pros
2 Cons
Attacker/Flagrunner
2 Pro
7 Cons
=
9-2 = 7 Pros for Defender
7-2 = 5 Cons for Attackers
So defenders have an advantage of twelve times the attackers!
Thats why i think the cap must count 12 times more than a flagkill + return together!
Atm the Pointsystem is like this:
8 for flaggrab
8 for flagkill
2 for return
80 for cap
If you take my theory it must be like this:
when we count this:
8 for flaggrab + 2 for return than it must be:
10* 12 = 120 - 8 for a flaggrap = 112 for a CAP
I know not all pro and cons comes in every round of attacking but i think these are most likely
We dont want to discuss the sense of the Scoring system more the weighting of the Point giving to make it fair! And we dont want to show players bad behaviour ingame
Here is my Theory:
There are easy roles to play in nexuiz and there are hard jobs in Nexuiz. I want the people who do the hard Jobs to get more points than people who have an easy job. I think Flagrunners/Attackers have the hardest job in CTF. My Points system is based on this Theory.i'll count the Pros and Cons for every situation the Flagrunner/attacker and Defender might find themselves in. i'll probably miss some or Interpret some wrong, but that's why we discuss it here!
I count Pros and Cons for red Defenders and Pro and Cons for Blue attackers.
CLICK ON THE PICTURES TO SEE THEM FULLY!
Legend:
This is the Worst Case Scenario for everyone i think:
1. Situation
We take into account 4 defenders and 4 attackers and figure out the difficulty of the work which every type of player has to do and count the Pros and Cons for each situation for both sides.
2. Situation
Pro for Defenders
- Have time to move into Position
Cons for Defenders
none
Pro for Attackers
none
Contra for Attackers
- Need to defeat the other Attackers
3. Situation
Blue dominates red!
4. Situation
Pro for Defender
- Good position for a kill
- easy to tell where the attackers want to go
Contra for Defender
none
Pro for Attackers
none
Contra for Attackers
- dont know where all defenders are hiding
5. Situation
OK, now imagine that one blue attacker realy gets the flag!
Pro for Defenders
- Good position for a kill
- know where the left attackers are hiding
- enough time for killing
Cons for Defenders
none
Pro for Attackers
none
Cons for Attackers
- Flagcarrier doesnt know where all defenders are
- respawners helps defenders
6. Situation
Now The Defenders are trying hard to defeat the Flagrunner
Pro for Defender
- even on respawn, they're near to the Flagcarrier
- Position of the Flagcarrier is obvious
Contra for Defender
- Defenders and respawned Attackers from the other Team help the Flagcarrier
Pro for Attackers/Flagcarrier
- Have their Team's backup
Cons for Attackers
- Flagcarrier doesnt know where all defenders are
- respawners helps defenders
7. Situation
The Cap counts!
Pros for Defenders
- Can get help from attackers
Cons for Defenders
- Most defenders are Dead
Pros for Attackers/Flagcarrier
- Most defenders are death
Cons for Attackers
- Cant attack with everyone
Ok... i'll count.
Defender
9 Pros
2 Cons
Attacker/Flagrunner
2 Pro
7 Cons
=
9-2 = 7 Pros for Defender
7-2 = 5 Cons for Attackers
So defenders have an advantage of twelve times the attackers!
Thats why i think the cap must count 12 times more than a flagkill + return together!
Atm the Pointsystem is like this:
8 for flaggrab
8 for flagkill
2 for return
80 for cap
If you take my theory it must be like this:
when we count this:
8 for flaggrab + 2 for return than it must be:
10* 12 = 120 - 8 for a flaggrap = 112 for a CAP
I know not all pro and cons comes in every round of attacking but i think these are most likely