Best Res4Kills model?
I'm starting work on a deathmatch sort of serverside mod, and debating which way to implement res for kills. Any ideas?
Current options I see:
<ul><li>Res based on evolution/tech (eg 10 res for skulk kill, 15 for lerk). Pros: Makes sure game always has res going around as tech costs increase, rewards tougher kills. Cons: Bad numbers can lead to res going dry, or explosion.</li><li>Res based on KD ratio. (eg 10 res times KD ratio) Pros: Easier to implement. Rewards killing a good player, little reward for killing a terrible one not matter their setup. Cons: Possible exploit, and could lead to crazy gains on kills.</li></ul>
Current options I see:
<ul><li>Res based on evolution/tech (eg 10 res for skulk kill, 15 for lerk). Pros: Makes sure game always has res going around as tech costs increase, rewards tougher kills. Cons: Bad numbers can lead to res going dry, or explosion.</li><li>Res based on KD ratio. (eg 10 res times KD ratio) Pros: Easier to implement. Rewards killing a good player, little reward for killing a terrible one not matter their setup. Cons: Possible exploit, and could lead to crazy gains on kills.</li></ul>
Comments
So basically a combination of the two I said :P
I agree that people who assisted on a kill should also be rewarded. This way teamwork is getting rewarded aswell. Splitting the res based on damage is quite hard to implement I guess, because you had to store every damage someone does to the player and regen also has to be taken into consideration.
Just give people who assited on a kill 1/2 or 1/3 of the res the one got who made the killing-blow.
My thoughts are that all structures should be invulnerable. There is the 1 res tower, giving steady resflow even to failed players. Marines have Proto/Armoury/Obs in base, Aliens have crag/shift/shade. Hopefully enough to prevent spawncamping, and means I don't have to develop an interface for buying upgrades.
Res given for killing lifeforms I think is best, since will maintain a level of lifeforms/tech. Assists get half the res of the killer.
Since structures are invulernable, victory condition should probably be a killing spree. 10 kills without dying and your team wins? Or a score victory? Eventually one team will get to point where they start slaughtering the other and res needs to be reset.
I would like to implement some sort of time based tech up, so the game starts slowly. I'm new to lua, so not sure how it works. Still trying to learn by reading the lua scripts and other peoples mods. Is there a good reference for the objects, and their properties?
Killing spree doesn't sound too much fun. If it's not some structure that needs to be destroyed it should be a score victory. Either a score-limit your team needs to reach or each team starts with a certain amount of points and the first who reaches zero has lost come to my mind.