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Hello,

 

I had an idea just now about the scoring of the flag capture.

 

Everybody knows that the score of the capture goes to the player that captures. Now this is a team game, where the team is supposed to pitch in for said capture. Some pave way, killing the defendors, others heal the team mates and others steal and capture the flag. So in reality everybody is scoring when one captures a flag.

 

But, many times, the player that steals the flag is not the player that captures the flag, because he is killed, or because he decides to give it to someone else. For this idea, lets focus primarily in the first case. One player gets the flag, is killed, and a team mate continues the capture, sometimes beeing killed too, making the flag go from player to player until one captures it.

 

Now sometimes this is a bit unfair, because a player steals the flag, goes all the way through to base and surviving the entire way, and when it is almost close, gets killed and it is another player that gets all the points. It is to prevent this unfairness that I propose the following.

 

The flag capture points be divided by the players that where in possession of the flag since it was taken from the enemy base until it is captured. This could be made by dividing the points equally by all the players, dividing by time spent with the flag in terms of percentage or by a system of first come first served. The last method would go something like this: If two players had the flag until it was captured, then the first to have the flag would receive 2/3 and the second 1/3 of the score. If three players had it, then the first receives 3/6, the second 2/6 and the third 1/6, if four playrs had it, the first receives 4/10, the second 3/10, the third 2/10 and the fourth 1/10, etc.

 

Dividing equally may be unfair, because if a player gets the flag and is immediatelly killed, or is really close to the capture point, then he will receive a lot of points for doing almost nothing. Dividing by time spent may cause some players to keep the flag for a long time in order to receive more points than the other players that had the flag in their possession, making the game boring. The last method may be unfair too, because if the first player to get the flag is immediatelly killed is also getting a lot of points for almost not contributing to the flag capture.

 

If the flag is returned without capture, then the scoring for the capture resets, just like it does now.

 

I don't know if the method used now is in fact more fair than the ones I proposed, but I thought it would be worth a discussion at least. I hope it wasn't already discussed!

 

Thanks,

Kreacger

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You still get points for taking the flag but not capturing it yourself without enemy returning the flag. It depends on who is able to retrieve it before the enemy does and capture it before the flag becomes at risk such as losing it since it's slightly harder to do so if you have to make your way through a mob enemies trying to retrieve it.

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Isn't the system exactly like that at the moment?

The points for the flag are distributed as follows:

  • 20% for the player, who takes the flag
  • 50% for the player, who captures it
  • 30% distributed among players in between, depending either on time spent with flag or distance carried (not sure which)

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Are you sure? Because I have been playing and didn't felt like that was happening.

 

But if it is, then my proposal is of point.

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Are you sure? Because I have been playing and didn't felt like that was happening.

 

But if it is, then my proposal is of point.

Test it in a closed battle with friends if you want to.

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Isn't the system exactly like that at the moment?

 

The points for the flag are distributed as follows:

  • 20% for the player, who takes the flag
  • 50% for the player, who captures it
  • 30% distributed among players in between, depending either on time spent with flag or distance carried (not sure which)

 

first taker should receive more

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^But if he just took the flag and he died and another tanker takes the flag and capture it, it will be unfair because the 1st person did nothing.

I think that maps need to have some zones and each time you entered a zone, the system will count that as a score. Then we can calculate points with how long the player hold

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^But if he just took the flag and he died and another tanker takes the flag and capture it, it will be unfair because the 1st person did nothing.

I think that maps need to have some zones and each time you entered a zone, the system will count that as a score. Then we can calculate points with how long the player hold

he took the flag and bringed it to the base, then a long ranged player killed him and another player cared the flag for 3 meters, then got half of the score!

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Isn't the system exactly like that at the moment?

 

The points for the flag are distributed as follows:

  • 20% for the player, who takes the flag
  • 50% for the player, who captures it
  • 30% distributed among players in between, depending either on time spent with flag or distance carried (not sure which)

 

 

I would propose:

  • 20% -> 30% for the player, who takes the flag
  • 50% -> 20% for the player, who captures it
  • 30% -> 50% distributed among players in between, depending either on time spent with flag or distance carried (not sure which)

 

Why:

- Taking the flag out of a guarded enemy base is harder then capturing it at the last meters.

- The long way: get it through the map is a task often shared among many, because the risk of beeing sniped is large. Also it makes sense to carry it to a certain point, drop it infron of a teammate and drive back to block of an enemy / block of his fire. The old 30% share for the whole delivery does not encurage that.

- 20% for the guy who finalises it are good enough. Most times the flagrunner gets sniped short before delivery, and another one just delivers. 20% is enough for that.

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- 20% for the guy who finalises it are good enough. Most times the flagrunner gets sniped short before delivery, and another one just delivers. 20% is enough for that.

But if there wasn't a guy who was able to cap the flag,the flag was brought to our base for nothing. I think it should get something between 50% and 20%....

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Then in all fairness:

 

  • 20% -> 30% for the player, who takes the flag
  • 50% -> 30% for the player, who captures it
  • 30% -> 40% distributed among players in between, depending either on time spent with flag or distance carried (not sure which)

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