Hi, I read Googles' topic about teamwork theories.
http://tremulous.net/forum/index.php?topic=8915.0I had another idea, so i made this topic.
Theory 1: Leader system
This would be a team-voting system to allow a leader for each team to be chosen. There would be an addition to the /callteamvote command to allow the designation of a leader for each team. Upon passing, the vote would simply set a flag to that player as the *leader*, this player would have the following abilities...
1. !denybuild - Disallow any bad builders from messing up base and such.
2. !designate - Allow a player to protect his buildings from being deconned by other teammates.
3. !probation - This would slightly damage a player every 30 seconds when they are not near a creep/repeater or overmind/reactor. This command would also be able to disable these effects, this can be used for noob feeders that just don't get *please stay in base*.
And maybe other types of modification...possibly give double score for killing the leader?
This gave me an idea for a feature that might encourage teamwork in a sensible way.
Imagine if you had a sort of dedicated leader, with the ability to give team members jobs and
pay for having them done.Say that all credit/evo income is taxed for a set amount, something that wouldn't be too much, but that would give the team a sort of universal income. (could be turned off or adjusted as a server- side option)
The dedicated leader had the ability to sign people up to jobs, and pay them for doing it.
Basically, he could queue a job for a set player, and if that player was sucsessful, the dedicated leader could pay that team member for a set amount of credits.
or he could give players regular duties, such as guarding the base or harassing the enemy.
He should also be able to set coordinates for players, maybe mark a spot that will show up on other player's radar. Maybe as a green dot or something. (even if they didn't have a radar, this would show.)
This might give the humans some tactical advantage, as their radar has a z level as well..
Players should not have to undertake the dedicated leader's quests, but they would get paid for doing them.
Maybe the dedicated leader (or maybe he should be called administrator) should have some surveilance ability, such as a log over what buildings/ enemy players fellow team members have destroyed, or location surveillance, so that the administrator/dedicated leader would be aware if a player he was paying to guard the base actually was guarding the base.
Additional ideas:
-Multiple administrators for bigger games. (are they able to see the jobs their fellow administrators have scheduled?)
-Give custom jobs: (type name of job, like: "scout out and inform me of the location, size and setup of the enemy base" or "intercept humans mid- map, keep them distracted so that they don't reach our base."
-Give group jobs: "Andy, Bitch and noobplayer 56 guard base for 50 credits/minute each"
-Wealthy pig tax: if your credits counted over 1500 (+-) 50% of your income went to tax.
TL DR.
A dedicated leader or "administrator" that would be able to give his teammates missions or duties and pay them with creds/evos. To encourage teamwork, not enforce it.
A nice way to handle player resources.