Do not agree. Schimmel is on the way to figuring out the correct score system.
Basically, right off the bat, players should get points for doing damage and healing. As for point distribution, any object that takes damage should record all damage done to it and which player did how much. When it is killed, points and res are divided up accordingly (rounded up for the player who makes the kill). As for healing, all recorded damage is evenly reduced as healed. (5 people do damage to an onos, it heals 50, each players damage amount is reduced by 10).
This is the fairest damage and heal system for points I can imagine.
I'm thinking points for damage/healing are half of what they would be normally given you killed something. So for example against a fade which gives 20 points on kill, you get 1 point for every 10% damage amount. (Should this scale with armor upgrades?) Same with healing, 1 point for every 10% healed. (To be accurate, a point system should reward all team actions, including damage done without the kill. e.g. Player nearly kills an onos 8 times that keeps trying to rape marine base, he never kills the onos. As it is now, he gets 0 points for basically saving his team's ass. Points for damage will change that.)
(A proper score system will represent everyone who contributes accurately)
Comments
Basically, right off the bat, players should get points for doing damage and healing.
As for point distribution, any object that takes damage should record all damage done to it and which player did how much. When it is killed, points and res are divided up accordingly (rounded up for the player who makes the kill). As for healing, all recorded damage is evenly reduced as healed. (5 people do damage to an onos, it heals 50, each players damage amount is reduced by 10).
This is the fairest damage and heal system for points I can imagine.
I'm thinking points for damage/healing are half of what they would be normally given you killed something. So for example against a fade which gives 20 points on kill, you get 1 point for every 10% damage amount. (Should this scale with armor upgrades?) Same with healing, 1 point for every 10% healed. (To be accurate, a point system should reward all team actions, including damage done without the kill. e.g. Player nearly kills an onos 8 times that keeps trying to rape marine base, he never kills the onos. As it is now, he gets 0 points for basically saving his team's ass. Points for damage will change that.)
(A proper score system will represent everyone who contributes accurately)