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Bonus points for go-ahead flags


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Let's say your team is down to the last minute, losing 1-0. Drugging hard, you take the enemy flag and quickly capture it. Again, you take another one and score the winning flag with one second left... so? You still get the same number of points and you probably lost crystals on the amount you spent on drugs. Doesn't that seem kind of unfair? 

 

This is where this idea comes in. You get 35% more points on the flag you capture that ties with the enemy, and you get 50% more points on the flag you capture that puts your team in the lead. 

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Valid

[expr][ecnm]

 

Hmmm, I like this idea. However I feel the percentages are quite high, moreover, drugging is part of the game. You shouldn't get more exp. for drugging. Besides, you give an example for a situation, then you go around and give an increase for all flags the tie a team or makes a team in the lead.

 

Also, it could be abused. It could increase the number of people that Power-level in CTF due to this. They can capture in one team then capture twice in the second team, which will get them almost double XP.

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I kind of like the idea, but I'm not sure if it's fair to everyone. Like, regardless of whether the flag you capture puts your team in lead or simply adds one point, if in the end your team wins by 1 flag, then every single flag that players on your team captures had equal value in bringing you victory. So I'm not sure if it's fair to give someone more points just because the flag they captured happened to be the one that put the team in the lead.

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i don't know how to quote multiple people(multiquote doesn't work for me) so I'm going to reply to all of you that I'm going to decrease the percentage(of whatever the devs want it to be) and turn it into 105% for tying and 115% for go-ahead. If you want to change this just lemme know in the comments.

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why didnt you try that hard before to capture?

Lets say the difference was 15-3 and you got it to 15-15 then... You are going to be upset that someone else capped the 16th.

You just captured 12 flags... you must have a lot of points, you are gonna get like 80% of the battle fund. Plus, every flag is important, if that one flag meant the difference of the game, then I say that that person deserves the bonus points. If you are talking in terms of EXP, then you are kind of out of luck.

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You just captured 12 flags... you must have a lot of points, you are gonna get like 80% of the battle fund. Plus, every flag is important, if that one flag meant the difference of the game, then I say that that person deserves the bonus points. If you are talking in terms of EXP, then you are kind of out of luck.

I am pretty sure the winning team would not even get 80% of the battle fund, let alone the player who capped 12 flags. I have mixed feelings about this idea.                                                                                                                  

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hmm i say, we should not do anything that makes people more into drugging, cause drugging already destroy the game.

(Concept of supplies is to be use at emergency situation, but now 24h drug life)

i really think this will make people more into drugging,

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hmm i say, we should not do anything that makes people more into drugging, cause drugging already destroy the game.

(Concept of supplies is to be use at emergency situation, but now 24h drug life)

i really think this will make people more into drugging,

... drugging is part of the game and people already do it commonly enough. I hope this actually makes people want to try instead of multing...

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I kind of like the idea, but I'm not sure if it's fair to everyone. Like, regardless of whether the flag you capture puts your team in lead or simply adds one point, if in the end your team wins by 1 flag, then every single flag that players on your team captures had equal value in bringing you victory. So I'm not sure if it's fair to give someone more points just because the flag they captured happened to be the one that put the team in the lead.

In real sports, no one cares about how much you contributed if your team wins become someone scored a point that let them take the lead in the final moments. Anyways, this isn't hurting anyone and it's all about clutchness.

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I can see where this could be abused. A player could grab the flag, hide until the end of battle and cap a few seconds before it ends just to get the bonus points. I see this on occasion, especially if the player has an Isida with him. Adding bonus points would increase flag holdings. 

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In real sports, no one cares about how much you contributed if your team wins become someone scored a point that let them take the lead in the final moments. Anyways, this isn't hurting anyone and it's all about clutchness.

And does the first flag capped count as "bonus"? Since the score was tied at 0-0...

 

Also - and I've said this in previous posts... you can't cap a flag if no-one is defending your base.  You are not doing this alone...

The Shaft who kills that freeze that would have caught flag carrier deserves almost as much reward as the flag carrier.

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The fact that rugby and ctf modes are the most one sided battles I have ever seen is the reason why I just stick with Cp or Dm in MM. If there are missions that are associated with ctf or rugby, then of course I will play them for the missions. Other than that, Dm and Cp all the way.

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