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New scoring system


  

13 members have voted

  1. 1. Dou you agree with these suggestions?

    • Yes
      8
    • No
      5


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Recently i have been in the postion where i cant climb the scoreboard even with a team full of mults in CTF or CP.

I have also taken it in interest in how long it takes to kill heavy hulls compared to light hulls and i thought about the minimum 10 points added to your experience. Sure light hulls are tricky to kill. Especially wasp. But have you ever noticed that at M3 where there is a lot more firepower thats being shot at you? Take it into consideration.

 

CTF:

It bugs me that when im the one getting the flag and getting shot at more than anyone on my team. In fact i usually have the most deaths. This is especially  a problem in XP/BP. Im not really killing anyone because i have to save my ammunition for deflecting enemy shots. I also have to deal with being flipped over. Getting the flag from a heavily armed base is harder than delivering it.

 

The main issue is that even if you do get the flag and deliver halfway to your base, you get a minimum of 20 points (As far as i have seen), and the other person would either get from 60- 100. This is why players mult when they lose the flag they had to fight hardly for but end up losing it because somepne on their team wouldnt want to move or they were flipped over or they died. They dont get the amount of points that the other person who may have sabotaged them did.

 

I really dont know what other to say other than the players who get the flag, pick up the flag when the person who got it dies and capture the flag should get the same amount of points. Its really not fair because you could spend half a battle attacking and trying to get the flag and when you lose it and someone from your team takes it and captures it gets more score than you and you could be still stuck at the bottom of the scoreboard because you cant really kill people otherwise you would get killed. (I am saying this on behalf of playing XP).

 

Personal score and experience points:

Killing  a mammoth on all supplies has never really been easy. And when you do destroy them you get a measly 10 points. Same goes for VIking and Dictator... They have faster mobility and when they have short range weapons they are deadly.

 

My suggestion is:

destroying a  Light hull (Wasp, Hornet)= 10 points

destroying a Medium hull (Hunter, Viking, Dictator)= 15 points

destroying a Heavy hull (TItan, Mammoth)= 20 points.

 

I think this would be benneficial because at high ranks, most turrets are pretty much useless on some hulls such as Viking, Dictator, TItan, And Mammoth. Most turrets include Railgun, and Smoky, and even Shaft. This is do to the Prodigi paint and the needle paint. Maybe even the Jade paint (I dont see many who use this paint)

 

Even Hornet survives 3 shots from railgun with prodigi equipped

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I agree. More points should be given to you if the player has:

  • Better equipment
  • A heavier hull
  • Supplies activated

Also it would be nice if killing those players would add more crystals to the fund than usual, because by using supplies/having lots of HP they take longer to be killed and therefore slow down the fund growth rate.

 

Couldn't find any duplicates for this.

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I agree. More points should be given to you if the player has:

  • Better equipment
  • A heavier hull
  • Supplies activated

Also it would be nice if killing those players would add more crystals to the fund than usual, because by using supplies/having lots of HP they take longer to be killed and therefore slow down the fund growth rate.

 

Couldn't find any duplicates for this.

Yes, when supplies are activated maybe you should get twice the amount of experience and score points. Reason being, in most battles that are not PRO, druggers come approximately 30 seconds into a base. This doesnt give the other team enough time to prepare, and by the time they lay out mines the mines are just gone... 

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^this is a good idea

 

I reffuse to comment, the idea is good, the solution...needs work.

 

No, no. I don't like the idea for serveral reasons

Get more xp only if the player using supplies.

Please, state your reasons, and please comment on how to improve the idea. Also share to your friends :P

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I agree. More points should be given to you if the player has:

  • Better equipment
  • A heavier hull
  • Supplies activated

Also it would be nice if killing those players would add more crystals to the fund than usual, because by using supplies/having lots of HP they take longer to be killed and therefore slow down the fund growth rate.

 

 

+1

 

(Make an algorithm that includes these three factors. Shouldn't be difficult. And makes sense and makes game more fair)

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Does anyone think i should add a new segment for PRO battles where you tick an option for players to not receive any points for kill tanks that are flipped over? Its really annoying when i flip someone over and a dumb teammate kills them just for score points and a "Perfect D/L".

 

There should also be  a mechanism for standard battles where you only receive 5 points.

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Does anyone think i should add a new segment for PRO battles where you tick an option for players to not receive any points for kill tanks that are flipped over? Its really annoying when i flip someone over and a dumb teammate kills them just for score points and a "Perfect D/L".

 

There should also be  a mechanism for standard battles where you only receive 5 points.

For Pro battles good idea.

 

For standard battles it won't change anything, since whoever kills a flipped opponent for crystals, will kill even for 1 crystal.

 

In some top rank battles where time is very important*, flipped over tanks never get killed, they have to SD, spending precious seconds. That's due to experience, I mean real, battle experience, not just xp points.

In other battles, where one less opponent for a couple of seconds won't do any real difference, I see mercy killings, that is killings for avoiding the SDP reduce of 1 kill.

I consider both behaviors mature.

 

I would like also to point out that sometimes when against a heavy drugger the only option for prevailing is flipping him/her over. On those occasions, I certainly don't kill him/her and I wouldn't appreciate somebody else to do it. :D

 

* usually battles of small teams, where one absence will matter. Like 4X4 or something like that.

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For Pro battles good idea.

 

For standard battles it won't change anything, since whoever kills a flipped opponent for crystals, will kill even for 1 crystal.

 

In some top rank battles where time is very important*, flipped over tanks never get killed, they have to SD, spending precious seconds. That's due to experience, I mean real, battle experience, not just xp points.

In other battles, where one less opponent for a couple of seconds won't do any real difference, I see mercy killings, that is killings for avoiding the SDP reduce of 1 kill.

I consider both behaviors mature.

 

I would like also to point out that sometimes when against a heavy drugger the only option for prevailing is flipping him/her over. On those occasions, I certainly don't kill him/her and I wouldn't appreciate somebody else to do it. :D

 

* usually battles of small teams, where one absence will matter. Like 4X4 or something like that.

Your points make a lot of sense. I agree with everything you said other than the    4vs4. Even if its 4vs4, when a team is short one player then they will start hiding, giving you time to assess what you and your teammates are gonna do. Trust me its happened dozens of times.

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