Author Topic: Scoring System/Levelling  (Read 9558 times)

frazzler

  • Posts: 231
  • Turrets: +10/-1390
Scoring System/Levelling
« on: February 01, 2009, 03:44:40 am »
okay, i know in the past i have made some stupid posts. i am used to being in forums where any idea can be reviewed and criticised, rather than mods banning those with ideas that aren't very good. you know who i mean. this may or may not be a good idea. it is similar to one of my old ideas, with a much better method that may actually improve tremulous as we know it.

the idea is that instead of the old 'kills and time' scoreboard, there is a points system. 5 points for a kill, 3 points for building a structure, 10 points for a RC or OM destroy. there would be some more point twists for certain achievements such as 7 points for a tyrant or for a battlesuit kill. perhaps something like 10 points for staying alive for 1 or 2 minutes or something. maybe 2 point deduction for a death. I'm just throwing out basic ideas, this could be edited if needed. this would ensure that the scoreboard shows who the useful players are, instead of just the killwhores. as a regular player of tremulous, i like to start off as a Granger (i always choose aliens), then after i have reinforced the base, i will go dretching.

NOTE: these point bonuses will only be available in a game with 2 or more people.

once someone reaches something like, 2000 points or whatever, they can upgrade their account. maybe they want to add 5hp, or increase their speed. perhaps a slightly increased attack or maybe the structures you build have an extra 5 points of health. nothing serious, just a little boost. every time you upgrade your character, the amount of points needed to upgrade increases. this rewards those players who have stuck by tremulous and not quit. i know that allot of people have quit tremulous over the years. they get bored, or it just stops being as interesting as it was. i really want people to keep playing trem, and i hope this idea will keep people playing in order to get upgrades.

NOTE: these may not be the actual upgrades, these are just random ideas.

DOUBLE NOTE: either agree, or disagree and explain why. don't go saying 'this is bullshit, you are gay' and not explain why. please do NOT lock this post if it is a bad idea, simply say why so i can edit it.

TRIPLE NOTE: i know there has been a scoring system post earlier, and i really like it, thats why i am posting this adapted version of it.

mooseberry

  • Community Moderators
  • *
  • Posts: 4005
  • Turrets: +666/-325
Re: Scoring System/Levelling
« Reply #1 on: February 01, 2009, 05:05:15 am »
The problem with points for building is how do you take care of that? You could build build decon, etc and get a ton of points. You could make deconning take away as many or more points than building does, but than you lose points for moving, or curbing a newbs wild enthusiasm for floor trappers.

Plus, Trem shouldn't become an rpg. This just discorages newbs who come in and get owned by some "pro" with 33040040 health.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

frazzler

  • Posts: 231
  • Turrets: +10/-1390
Re: Scoring System/Levelling
« Reply #2 on: February 01, 2009, 05:29:09 am »
about the deconning. we could just make deconstructing something lose as many points as it takes to build it. so if something stupid has been built everywhere, you decon it, put the points to good use, and the problem is solved. and to accumulate that much health you would have to be some kind of hacker. it adds 3-5 hp every 2000 points for the first level. if you read what i said, the amount of points needed to level increases each time. so at about lvl10, you will need heaps more points than you needed to level at lvl1. if you were att level10 which would take a week or so for the average player, you would have 10X3. thats 30. someone at level10 has 130hp for a human, and about 50hp for a dretch. the health increase does not change for a higher class. example: tyrant has 430 hp, not multiplied in any way. this way the noobs can still get heaps of points. at level 20, which would in fact take a month or two, its 60. human has 160, dretch has 80. its really actually quite fair. sure a noob may struggle at first, but in my experience, all of them do. this would just spur them on to keep going.

frazzler

  • Posts: 231
  • Turrets: +10/-1390
Re: Scoring System/Levelling
« Reply #3 on: February 01, 2009, 05:30:27 am »
and one more thing, you would only have a +30 at level 10 if you always chose to upgrade health. some people might want to add some speed, or attack power. plus those people who have upgraded health, would be equal to those who have upgraded attack. different people have different stratagies, and they use different aspects to assist those stratagies. some people may want more attack to help snipe people. others may want more hp to camp ( not encouraging it). it is just a way to keep tremulous more interesting, less predictable and more entertaining. it will also keep people wanting to play to earn acheivements.
« Last Edit: February 01, 2009, 05:36:24 am by frazzler »

2nerdy4u

  • Posts: 5
  • Turrets: +1/-1
Re: Scoring System/Levelling
« Reply #4 on: February 01, 2009, 06:00:04 am »
While I appreciate the fact that you're putting forth an idea, I must say that your idea of buying upgrades would destroy the game of Tremulous. Think about it, clan scrims and tournaments would be worthless if one side had people with additional health and/or upgrades. Of course, you could turn this off, but then the guy who's used to his 200hp and quadruple speed is going to perform horrendously. The idea that the better and more skillful players are the ones that are supposed to win wouldn't apply in this kind of game. This sort of thing will frustrate new players and trim down the number of people that will play Trem. For instance, if someone stopped playing (no matter the reason) and returned to find that the rest of the Trem community was running around with blasters that do 600 damage and dretches with triple speed, he wouldn't want to come back and play the game again.

As for the idea that points determine the stage count, I say go make a mod if you want it.

Kaleo

  • Posts: 2098
  • Turrets: +176/-220
    • KaleoDesign
Re: Scoring System/Levelling
« Reply #5 on: February 01, 2009, 09:53:50 am »
Leveled profiles only work in in online FPS' when the rewards are easily obtained, or not overpowered.

See; Battlefield 2/2142, ET:QW etc.
Quote from: Stannum
Thou canst not kill that which doth not live,
but you can blow it into chunky kibbles!
I has a cookie, and u can has a cookie, but i no givs u mai cookie...

frazzler

  • Posts: 231
  • Turrets: +10/-1390
Re: Scoring System/Levelling
« Reply #6 on: February 02, 2009, 05:38:24 am »
what you guys arent understanding is that it would be next to impossible to quadruple your speed, get 200hp or 600 damage blasters. it just doesnt happen. the rewards system is quite small and does very little to enhance the player, its just something to keep them going.

if what your saying was to be implemented, it would reset after each game, the bonuses would be higher and the amount of points needed would be smaller. EG: 50 points, 10hp. at the end of the game it resets. something simple


what i am saying are just small bonuses. you need to read what i am saying. at level 1, 2000 points are need. at level 2, 5000 points are needed, etc etc. to get 200hp you would need to accumulate about a years worth of playing time and always upgrade your health. from what i can see in this system, there might be 2 or 3 people with that much health. then you have to add in the fact that people would increase their damage, making it easier to kill the 200hp people. (these people would probably not exist).

player1

  • Posts: 3062
  • Turrets: +527/-401
    • My Avatar! (if they were enabled) [by mietz]
Re: Scoring System/Levelling
« Reply #7 on: February 02, 2009, 07:41:43 am »
you need to read what i am saying.

No, we don't. Not when you don't care enough about communicating your ideas to present them in a generally agreed-upon format. It's called grammar.

But, seriously: If you are willing to format that text a little, and try some capitalization, I might be willing to at least seriously consider your original post. I think I understand your idea, but I just don't think that some tiny little buff is going to make players stay with Tremulous, and I for one would not want to play a mod that stacked the deck to help vets own newbs any harder than they already do. The learning curve is steep enough as it is, thanks.

Tremulous is open-source, and based off of an old engine. People come and go. I don't see the issue. Those who are content stay, those who seek something else move on. Your reward for loyalty is knowing that you have discerning taste when choosing standalone, asymmetrical, FOSS/RTS/FPS games. And the moxie to stand by them. Long after your friends have quit, and even when they make fun of you for still playing.

Cheers.

Kaleo

  • Posts: 2098
  • Turrets: +176/-220
    • KaleoDesign
Re: Scoring System/Levelling
« Reply #8 on: February 02, 2009, 08:52:14 am »
Or when you've got to the point where you think that everything should be like it was in the old days and don't play anymore.

/sigh

I miss the old days.
Quote from: Stannum
Thou canst not kill that which doth not live,
but you can blow it into chunky kibbles!
I has a cookie, and u can has a cookie, but i no givs u mai cookie...

gimhael

  • Posts: 546
  • Turrets: +70/-16
Re: Scoring System/Levelling
« Reply #9 on: February 02, 2009, 10:32:37 am »
I think I understand your idea, but I just don't think that some tiny little buff is going to make players stay with Tremulous, and I for one would not want to play a mod that stacked the deck to help vets own newbs any harder than they already do. The learning curve is steep enough as it is, thanks.

Well you should do the opposite: the good players can voluntary handicap themselves with lower HPs or damage etc. to show off their leetness and to get a greater challenge when they play against newbies.

Stythys

  • Posts: 73
  • Turrets: +7/-9
    • The Twilight Lair
Re: Scoring System/Levelling
« Reply #10 on: February 02, 2009, 06:24:37 pm »
what you guys arent understanding is that it would be next to impossible to quadruple your speed, get 200hp or 600 damage blasters.

yes, we know that's a bit exaggerated. We're talking about the general idea that extra health or damage of any form is a huge advantage among the higher-skilled players.

player1

  • Posts: 3062
  • Turrets: +527/-401
    • My Avatar! (if they were enabled) [by mietz]
Re: Scoring System/Un-Levelling
« Reply #11 on: February 03, 2009, 02:43:19 am »
I think I understand your idea, but I just don't think that some tiny little buff is going to make players stay with Tremulous, and I for one would not want to play a mod that stacked the deck to help vets own newbs any harder than they already do. The learning curve is steep enough as it is, thanks.

Well you should do the opposite: the good players can voluntary handicap themselves with lower HPs or damage etc. to show off their leetness and to get a greater challenge when they play against newbies.


That, sir, is an excellent suggestion, but I'm not sure that it would be loved by veteran players, and possibly just lead to people defeating it (like, setting the value to "OFF"). I'm also not sure that it will lead to players staying with a game that penalizes them for loyalty. I thought the OP wanted to reward them for loyalty. So, yeah, not convinced. Old engine, 1999 gfx; the gameplay is what makes ppl stay. Sorry, I don't think you'd get too many volunteers. Maybe, if you build it they'll come, who knows? If the reward is a free MoF t-shirt, then hell, yes, sign me up.

frazzler

  • Posts: 231
  • Turrets: +10/-1390
Re: Scoring System/Levelling
« Reply #12 on: February 03, 2009, 07:43:33 am »
that would make a good reward for something like 100 000 points or whatever. i am starting to realise that most people on the forums cannot put 2 and 2 together. they need to be told the answer. by me saying something EG: the effect is small and TEMPORARY, it would mean, the bonus is not very big, only little, and will not last for very long, as in not forever. by which it would mean until the end of the game. noobs will still get a perfectly fine opportunity to get in the action. sure, the leets will get ahead early, but the newbies will still get the experience they want. once the game is over, it will reset. when i post something, it is normally just a general idea, i am not going to spend 3 hours typing every single detail and every single solution to every single problem. i put forth the idea, and others can imagine what it would be like. One more thing: i use more grammar than most on the forums. how dare you say that you could barely read my post? grammar isnt even important on the internet! if you can read what i am saying and have a general idea in your head, then that is good enough for me. as i said earlier, i will not explain all the details, merely the first concept. you forum nerds can sort out the rest.

Amanieu

  • Posts: 647
  • Turrets: +135/-83
    • Amanieu
Re: Scoring System/Levelling
« Reply #13 on: February 03, 2009, 09:39:14 am »
Capitalizing the first letter of each sentence allows the brain to parse your text more easily, which results in less headaches. :police:
Quote
< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign :P

Stythys

  • Posts: 73
  • Turrets: +7/-9
    • The Twilight Lair
Re: Scoring System/Levelling
« Reply #14 on: February 03, 2009, 06:48:19 pm »
i am starting to realise that most people on the forums cannot put 2 and 2 together. they need to be told the answer. by me saying something EG: the effect is small and TEMPORARY, it would mean, the bonus is not very big, only little, and will not last for very long, as in not forever.

and I am starting to realize that you have no idea what we're saying either.

YES, the effect will be small. YES, the effect will be temporary. YES, the bonus is not very big, and YES, that will be a huge advantage among higher-skilled players. Obviously you must be a newer player yourself since you fail to understand this.

player1

  • Posts: 3062
  • Turrets: +527/-401
    • My Avatar! (if they were enabled) [by mietz]
Re: Stupid Idea from an Illiterate Idiot
« Reply #15 on: February 04, 2009, 01:52:09 am »
blather

Now, why would anyone read what you wrote when you can't even be bothered to try to make it legible? Maybe you're the one who should READ what other people write. No-one here is going to take you or your half-baked idea seriously, if you present it in such a way that it's a struggle to get through. In short, STFU, GTFO and GFYS, you clueless, moronic n00b.

FisherP

  • Posts: 295
  • Turrets: +31/-32
Re: Scoring System/Levelling
« Reply #16 on: March 19, 2009, 08:11:10 pm »
Why not, and I think that this is better (not perfect)... when a person gets 2000 credits (9 evos in the case of alien) then any extra automatically overflow to the rest of the team. It IS a team game after all.

rotacak

  • Posts: 761
  • Turrets: +39/-64
Re: Scoring System/Levelling
« Reply #17 on: March 19, 2009, 09:45:24 pm »
Why not, and I think that this is better (not perfect)... when a person gets 2000 credits (9 evos in the case of alien) then any extra automatically overflow to the rest of the team. It IS a team game after all.
Autodonate? That will make from nice game only "tyrants VS chainsuits" boring game.

FisherP

  • Posts: 295
  • Turrets: +31/-32
Re: Scoring System/Levelling
« Reply #18 on: March 23, 2009, 07:20:30 am »
Autodonate? That will make from nice game only "tyrants VS chainsuits" boring game.

YAY, another flamer

If you haven't noticed the general feel of the previous idea was quite negative + we already have the /share and /donate features in MOST civilized servers where HAVE you been