Best Res4Kills model?

TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
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>

Comments

  • cryptcrypt Join Date: 2004-04-22 Member: 28091Members, Constellation
    I think there should be extra res for higher tech/evolution and also if someone is on a killspree and you stopped it. On the other side, if someone dies repeatedly without killing anyone he should be worth less res for a kill.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=1951336:date=Jul 13 2012, 11:36 AM:name=crypt)--><div class='quotetop'>QUOTE (crypt @ Jul 13 2012, 11:36 AM) <a href="index.php?act=findpost&pid=1951336"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think there should be extra res for higher tech/evolution and also if someone is on a killspree and you stopped it. On the other side, if someone dies repeatedly without killing anyone he should be worth less res for a kill.<!--QuoteEnd--></div><!--QuoteEEnd-->

    So basically a combination of the two I said :P
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    i would like the first option, only if it had an 'assist' function, (i.e, 4 people took down an onos, equal amount of bullets, res spilt between them)
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Make it easy and just do 1 res per 10 points (so you capture both kills, structure building/killing, etc).
  • cryptcrypt Join Date: 2004-04-22 Member: 28091Members, Constellation
    <!--quoteo(post=1951625:date=Jul 14 2012, 11:26 PM:name=AuroN2)--><div class='quotetop'>QUOTE (AuroN2 @ Jul 14 2012, 11:26 PM) <a href="index.php?act=findpost&pid=1951625"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i would like the first option, only if it had an 'assist' function, (i.e, 4 people took down an onos, equal amount of bullets, res spilt between them)<!--QuoteEnd--></div><!--QuoteEEnd-->
    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.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Keep in mind that a res sink is also a must if you increase resflow with the use of kills as well.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    I've been doing some thinking further for my Deathmatch mod.


    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?
  • cryptcrypt Join Date: 2004-04-22 Member: 28091Members, Constellation
    <!--quoteo(post=1951708:date=Jul 15 2012, 10:59 AM:name=TimMc)--><div class='quotetop'>QUOTE (TimMc @ Jul 15 2012, 10:59 AM) <a href="index.php?act=findpost&pid=1951708"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->
    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.
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