You might not want to give players negative rewards (Toxic?) for killing enemy players, even if they are weaker. Tyrants killing naked humans is still part of the game. By penalizing you are encouraging the Tyrant to let the human run around ... that's kind of strange.
We could, however, make it that you get the Toxic for killing
lots of weaker enemies, while you get the Invisibility for killing only one or a couple-few stronger enemies. So you wouldn't get penalized for doing it once. But, say you lucispam spawncamp twenty dretches to death. Then you
deserve to be (mildly) Toxic. Each Reward could be for performing said task a given number of times within a certain duration (whether that duration be time-based or number of respawns will be tuned to which Reward it is). Plus you'd only get Toxic if you didn't qualify for something cooler. If you were
only killing weaker opponents, you'd be (mildly) penalized. In any case, I'm not married to the idea. It's not a deal-breaker.
Also there is a problem with reward stacking. If I get the reward I want by MDing 10 dretches in a row without getting a scratch, I run back to base and MD a granger and lose my awesome-o reward for a Toxic (or something else) I'm gonna be pissed.
Right. Like I said, that's one of many possible scenarios, one which I also don't like. I hated the fact that Q3a used to make me pickup-switch to machine gun when I had an enemy in my sights with my railgun.
The better way to do it would be to allow the player to choose which Reward (of the ones he qualifies for) he wants to use. Your idea of considering them medals is exactly correct. They are like the service bars or campaign ribbons of a qualified, experienced veteran. Or flukes, easter eggs, red herrings, consolation prizes and 'participant' awards for those who are less worthy.
Plus, we can have them assigned by a weighted system. Do a few good things, get Rewards. Do lots of bad things, get a mild slap on the wrist that you can also use to your benefit if you are clever (like the Xenophobe reward for 'shotgun' deconning makes you a biohazard to nearby enemies).
Special weapons can be available for one-time purchase at the armory. Same thing with special classes. You can choose to go for either any time as long as you've earned one.
Absolutely. Kill two maras beyond the build-line in one spawing in S2 with an S1 loadout and qualify for a one-time purchase of the White Phosphorus Grenade Launcher, if you've got 300 creds. Destroy more than one turret as a dretch in under three minutes in S3, and qualify to become the Fire Marauder, provided you can spare the 3 evos. Build more than three turrets that kill more than three Aliens each in under three minutes and get the Plasma Autocannon, for a mere 350 creds. Heal teammates for a total of 1000 health points within one stage and unlock the Radiation Mara, for only 2 additional evos. These are just very broad examples. I leave the specifics to more experienced players, players who will play-balance the mod, and you, since you are looking at the code, and have a much better feel for these things, as well as the actual values involved right in front of you.
With Relic-style rewards, things get complicated. Perhaps these are also purchaseable upgrades? Would need to add an "evolve upgrade" system for this. What are your thoughts on this?
Absolutely. Tesla Cannon. Incendiary Grenades. Toggle Pack. Fire Marauder. Radiation Marauder. Flying Explosive Bile Dretch. SteadyAim. Sound Dampener. Universal Scope. GrangerHUD. Tyrant DretchVelcro. GoonLeader CommandMenu. Any good idea from these pages, implemented.
Also, really basic stuff like long-range resupply for Humans (only if you do something crucial for victory, the equivalent of capturing a flag - which in Tremulous is not getting just any kill, it's getting kills after the spawns are all gone, especially if you're stage-down from your opponent.)
Or increasing any of the basic, console-type, melee-intensive Alien abilities, just like the body mutations from Deus Ex (as opposed to the weapons mutations). I'll have to look them up; I don't have the manual anymore. Anything which makes you stronger, faster, quicker, tougher, etc.
Since making these things available through the Armoury and Evolve screens sounds like the way you are leaning, we end up mosty with weapons and classes. I was hoping Humans could buy more Items at the Armoury, instead of just weapons (Scope, Recoil Dampener, Clip Mod, Silencer, Plasma Clip for Blaster, Toggle Pack, Laser Turret as 1-time Buildable, RailGun AutoCannon for Builder, Roving Medibot as 1-time Buildable, etc.), while Aliens could have an additional submenu like Evolve, a submenu called Enhance, which would allow the player to use earned Enhancements. Unlocked Alien classes would appear at the Evolve submenu, as one-time/fully unlocked evolvable classes. Enhancements would appear at the Enhance submenu, as one-time Enhancements (of limited duration?). All of these new toys and flavours would cost creds and evos.
OK, Rewards mod phase three. No pickups or relics. Humans can buy new Items at Armoury, and some Weapons if new cool models become available (*cough*whitebear*cough*). Items are loadout modifications, new gear, and enhanced abilities (should I buy the Restored Scope for my MD or the SteadyAim for my Chaingun?). Aliens can become new Classes, if cool new models are available (models anyone?), and Aliens would also get a new submenu, called
Enhance, with another keystoke (maybe pushing Q again?), whereby they can do cooler combo moves or are just powered-up (do I want War$ow/Nexuiz/Tribes trickmoves or a three-minute Shield?). And I'm still dreaming.
Thoughts?
Oh, and as long as we're going all RTCW:ET meets Tribes/Deus Ex on this: One Human can call in a resupply or place a Field Station, which sells only single Medkits, ammo Reloads, and ArmorBoosts (just like a Medkit, pop the seal and you used it). The Field Station has a cost in BP, and the builder would have to have qualified because his buildings were above average, say persistent forward buildings. The Fieldkits all have a cost in creds: TBD.
Also, one Alien can act as a Beacon for the others, who will all have directional 'finder' arrows to locate the Beacon, and the Beacon's teamchat will be (briefly, yet lingeringly) echoed, and if the Beacon dies he releases a Swarm, and does acid spalsh damage to nearby Humans. You get to be the Beacon if you're a dretch and you kill a lucisuit within 30 seconds of respawning (or for 50 kills as a goon in under five minutes). One unlocks the other, also. If Humans qualify for Field Station, Aliens get Beacon (board leader) as balance consolation, and vice-versa.
I'm painting with a four-inch brush now, not a single horsehair. In midstream and astride two mounts. Let me know at which point my thoughts coincided with yours.
***!!!EDIT: Holy Crap it came to me after I wrote all that other stuff!!!***Oh, and also, we could keep the old table of Rewards, and make them buyable for Humans at an Armoury, or
Field Station, while the Alien ones would appear at the
Enhance submenu. For those that coincide, we can use some system of calculating the evo/cred exchange rate, as suggested by whitebear above. I think that's the solution.
Enhancements: An admixture of Q3a badges, Deus Ex upgrades, and Relics. Humans can buy Enhancements from a Field Station for credits, if they qualify (Enhancements they qualify for will be highlighted). Aliens can use highlighted Enhancements at the Enhance submenu, for a cost in evos (again, those that they qualify for). Simple. Still use entries from Thursday the 12th. Add
Field Station structure and
Enhance submenu.
The 'evil' runes would be enforced for certain bad actions, like heinous TKing or 'shotgun' deconning, and the 'punitive' runes might appear among the Enhancements for doing unadvisable things like killwhoring. Or not. Maybe they just don't go. All Carrot and No Stick?