Any suggestion for new scoring on 1.1?

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Rotacak
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Any suggestion for new scoring on 1.1?

#1 Post by Rotacak » Tue Jul 13, 2010 10:53 am

I am sick of lamers whose only camp around base, gaining kills and never rush enemy base. They even not want to win, they want to have biggest number on score table.

So I planning new scoring, something like on 1.2. But digging that scoring from 1.2 can be difficult, so what about make brand new? Something like:
killed human = +score 1
killed acid = +score 10
killed OM = +score 300
etc.

What do you think? Anyone want to research score values?

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Iltavuo
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#2 Post by Iltavuo » Tue Jul 13, 2010 11:34 am

The 1.2 system is good in that regard, campers and total kill whores no longer dominate the score tables. Giving more score from a bsuit lucy than from a naked rifle would be nice. I find the 1.2 values quite good, you get around 3 points per kill, spawns give 40-60 and om/rc gives 80 or so. The om/rc value could be a bit higher though, 150 might be good. Even a small bonus for destroying buildables should easily separate the kill whores from base killers.

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Quarko
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#3 Post by Quarko » Tue Jul 13, 2010 11:53 am

+1
Very nice idea. When I come home I'll gonna see what is the best way to implement it.

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#4 Post by Quarko » Tue Jul 13, 2010 5:43 pm

Ok, looked at the code, and it is pretty simple.

Code: Select all

g_combat.c
void player_die( ...)
...
  //total up all the damage done by every client
  for&#40; i = 0; i <MAX_CLIENTS>credits&#91; i &#93;;
...
self->credits - contains amount of damage that each player did.

Same thing applies to structures. Structures also have credits array with damage that each player did. So you need to add score changing code in functions HSpawn_Die and ASpawn_Die.

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#5 Post by pmd » Tue Jul 13, 2010 6:22 pm

campar nevar winz :) so it good idea

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