Author Topic: Stage calculation  (Read 4288 times)

Foobicam

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Stage calculation
« on: February 12, 2007, 02:18:15 am »
Is the formula for calculating stage progression available anywhere (besides the source code, of course)?

In a recent game, the humans were at S2 with something like 6+4+2+2+1 kills, and the aliens were still at S1 with many more kills (10+8+2+2+1) - not exact numbers, but that's the flavor of the scores.  Someone said the humans got to S2 as a result of many turret kills.

Does dying by "<world>" (as the game log calls it) count the same amount towards stage progression as dying at the hands of the enemy?  I could swear I've watched the stage counter not decrement when a human was melted by an acid tube or fell "fowl" to gravity (perhaps version 1.2 will correct the spelling of foul :-)).  I've always assumed that turret kills had no adverse effect other than delaying time evos, but if they are pushing humans towards s2, I'll quit attacking turrets with dretches.
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Odin

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Stage calculation
« Reply #1 on: February 12, 2007, 03:49:48 am »
Usually it takes 4 x #-of-players-on-team for the stage progression. I really wish this was admin-configurable.

Coca-Cola

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Stage calculation
« Reply #2 on: February 12, 2007, 04:16:15 am »
I think they only count toward stage advances if the human does a significant amount of damage to the alien, before it suicides to the turrets.
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Vindication?

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Re: Stage calculation
« Reply #3 on: February 12, 2007, 04:17:30 am »
Quote from: "Foobicam"
Does dying by "<world>" (as the game log calls it) count the same amount towards stage progression as dying at the hands of the enemy?  I could swear I've watched the stage counter not decrement when a human was melted by an acid tube or fell "fowl" to gravity (perhaps version 1.2 will correct the spelling of foul :-)).  I've always assumed that turret kills had no adverse effect other than delaying time evos, but if they are pushing humans towards s2, I'll quit attacking turrets with dretches.


If the enemy does over 50 percent of the damage to you, then it counts towards their next stage.

Scenario: You're a happy lil' basi+, heading on your way to chomp some human heads.  Unfortunately, you're not very bright, and run smack-dab into some turrets and a human with a lasgun.  If the human does over 50 damage to you, then regardless of whether he or the turrets get the kill, it counts for the next stage.  If he gets less than 50 damage, then it doesn't count, even if he's the one that gets the kill.
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benmachine

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Stage calculation
« Reply #4 on: February 12, 2007, 05:54:13 pm »
Quote from: "Odin"
Usually it takes 4 x #-of-players-on-team for the stage progression. I really wish this was admin-configurable.
Umm... g_humanStage2Threshold? (and the other three obvious variations)
benmachine

kevlarman

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Re: Stage calculation
« Reply #5 on: February 12, 2007, 05:57:57 pm »
Quote from: "Vindication?"
Quote from: "Foobicam"
Does dying by "<world>" (as the game log calls it) count the same amount towards stage progression as dying at the hands of the enemy?  I could swear I've watched the stage counter not decrement when a human was melted by an acid tube or fell "fowl" to gravity (perhaps version 1.2 will correct the spelling of foul :-)).  I've always assumed that turret kills had no adverse effect other than delaying time evos, but if they are pushing humans towards s2, I'll quit attacking turrets with dretches.


If the enemy does over 50 percent of the damage to you, then it counts towards their next stage.

Scenario: You're a happy lil' basi+, heading on your way to chomp some human heads.  Unfortunately, you're not very bright, and run smack-dab into some turrets and a human with a lasgun.  If the human does over 50 damage to you, then regardless of whether he or the turrets get the kill, it counts for the next stage.  If he gets less than 50 damage, then it doesn't count, even if he's the one that gets the kill.
that's almost correct, but the kill will count for the next stage if players did a total of 50 damage to you (in the case of adv. basi, 50% of total hp in general), even if you took 1 rifle bullet, healed to full, then repeated that 9 more times, then died to a turret. when playercounts are relatively stable, then it takes 4 kills for every player on that team to get to the next stage, but this can be configured with g_alienstagethreshold and g_humanstagethreshold (the default value is 40)
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Foobicam

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Re: Stage calculation
« Reply #6 on: February 18, 2007, 08:49:12 pm »
Quote from: "kevlarman"
... even if you took 1 rifle bullet, healed to full, then repeated that 9 more times, then died to a turret.

I assume humans work the same way - damage dealt by aliens counts towards staging even after the human heals on the medipad?

I was about to call that behavior buggy, but once explained, it's another of the subtly elegant touches that makes Tremulous so enjoyable to play.   Kudos to you devs for designing two independent measures of progress (total damage and kills) rather than measuring kills alone.
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Loke

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Stage calculation
« Reply #7 on: February 19, 2007, 09:38:53 am »
i couldn't help but notice how fowl is referred to as a spelling error

"fell fowl to gravity"

here "fowl" infers chicken
which is unable to fly, or for that matter unable to fly any distance worth
mentioning and has the same sound as foul
thus fowl is a pun on the word foul

player1

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Stage calculation
« Reply #8 on: February 19, 2007, 09:58:28 am »
Quote from: "Loke"
i couldn't help but notice how fowl is referred to as a spelling error

"fell fowl to gravity"

here "fowl" infers chicken
which is unable to fly, or for that matter unable to fly any distance worth
mentioning and has the same sound as foul
thus fowl is a pun on the word foul


Think of how bad I felt when I fell twice to my death - as a (not very) wallcrawling alien. Oh yeah, push "C" and the little claws light up. Right.

I assume the personal kill tally is reduced for any suicides? Is that how you end up with a negative score?

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techhead

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Stage calculation
« Reply #9 on: February 19, 2007, 01:17:21 pm »
I think the only alien that takes fall-damage is the Granger (non-advanced).
Even so, isn't it a maximum of 10 damage.
Makes you wonder why they bothered coding it in.
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Raytray

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Stage calculation
« Reply #10 on: February 19, 2007, 02:23:30 pm »
Quote from: "techhead"
I think the only alien that takes fall-damage is the Granger (non-advanced).
Even so, isn't it a maximum of 10 damage.
Makes you wonder why they bothered coding it in.


For the people with s1 grangers being attacked by a turret and running out and falling and being killed by gravity.  Happened to me once. :(

Well it wasn't a turret more of an MD and a las gunner.
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