Tremulous Forum
General => Feedback => Topic started by: Akel on July 18, 2006, 08:43:14 pm
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First, congrats on the system, I love it :D And second, my suggestion..
Problems:
As of now, if I hit a dretch with a blaster, just ONE single shot... that dretch is marked for life. If that dretch dies to a turret, dies to an electric fence, dies because it fell too far, dies because of stupidity, or any other kind of suicide, I get FULL points. Now the full points from a dretch I didn't really bother to kill may not seem much, but that also applies to even a dragoon, which is much more likely to get a random bullet from somewhere.
Another thing.. Imagine a player evading a lot of shots while going through his enemies, skillfully retreating at the right time, healing every time up to full. This player is now killed by the skill of another, more sneaky/deadly player, who managed to take down all his 100 in just a few seconds. This master of stealth or brutality gets 10% of the points, while the other random people who practically didn't help with anything, get the rest, because they had more shots on him.
Meh.. a lot of explaining for some really simple thoughts.. sorry. And now for some suggestions:
First.. Damage from the world (turret, hurt triggers, etc) should stack up on a player too. This prevents someone who's able to sneak in one blaster shot to get ALL the points.
Second.. Easy way, when the player hits full health due to any kind of regeneration, remove all memorized damanges.
Second v2.0.. The harder way, every time the player regenerates X health points (automatic, medipack, medi station, everything), then all damages memorized get shrinked, in such a way that when the player heals entirely, all damages are removed.
Here's the "formula" if it helps: when player A healed X points, go through every player that damaged player A, set his memorized damage to: ((max-current-X)*memorized_damage)/max-current
Sorry for the novel-sized post again, just hope it helps a bit.
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Well, what is the problem ? The player doing lots of damage to the marauder to the point that it flees a lot and takes time to heal is actually helpful to his team. A marauder waiting for regen to heal him is doing nothing against the humans. So a marauder that goes in the human base, gets shot and goes back to heal without killing any building or killing any human has been for all purposes neutralised by the human who damaged it and so that human deserves some credits for that.
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A bit of truth in there...
Alright, suggestion three: when at full health, and ONLY when at full health, every three seconds, the damages recorded on you are lowered by 2%.
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i'd say put on a time limit, say 15-20s after which you no longer get credit. Firstly if you help bring down an enemy in that time you deserve your share. No point when an alien can die minutes later and people who did 5 damage get a share of what should rightly go to those who did the killing.