Author Topic: Scoring mechanics  (Read 27350 times)

Survivor

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Scoring mechanics
« on: June 08, 2006, 01:07:45 am »
Human Scoring:

Humans get equal shares according to the damage they did to the alien that got killed.
Example:
If player A does 14 damage to a dretch and player B finishes the dretch’s last 11 points and it dies then player A gets 14x7= $98 and player B 11x7= $77.

Except for the Advanced marauder all credits/HP are exact.
Code: [Select]

Dretch $175 $7 / HP
Granger $200 $4 / HP
Adv Granger $250 $3,33 / HP
Basilisk $225 $3 / HP
Adv Basilisk $275 $2,75 / HP
Marauder $350 $2,33 / HP
Adv Marauder $450 $2,6 / HP
Dragoon $500 $2,5 / HP
Adv Dragoon $600 $2,4 / HP
Tyrant $800 $2 / HP


Alien scoring:

The alien that did the most damage gets the evolve point. If there are more points to be divided they will still be divided by who did most damage.
Example:
If alien A did 34 points of damage, alien B 40, and alien C 26 points and the human died alien B would get the evolve point. If the human is worth 2 evolve points alien A and B would each get a evolve point.

A human with equipment worth from 0 to 300 credits gives 1 evolve point.
A human with equipment worth from 301 to 600 credits gives 2 evolve points.
A human with equipment worth more then 600 credits gives 3 evolve points.

Correct me if I got something wrong.
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kozak6

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Scoring mechanics
« Reply #1 on: June 08, 2006, 01:41:27 am »
This is absolutely fantastic information that I have always wondered about.

This needs a place in the manual.

Henners

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« Reply #2 on: June 08, 2006, 02:45:21 am »
Does anyone else think it might be a good idea to change the scoring system of the game a bit, to mirror the cash gain rather than enemies finished off? I cant see any downsides to this, and it would stop the age old problem of people complaining about kill stealing, and give you a much better idea of how everyone is doing.

I suppose one possible flaw is it would make it harder to work out what stage the enemy is at, and how far away from the next one they are, but then thats hardly an exact science since friendly fire kills make it hard to guess anyway.
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benplaut

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« Reply #3 on: June 08, 2006, 04:15:13 am »
i've been looking for this for a while...

thank you
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AnubisReturns

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Scoring mechanics
« Reply #4 on: June 08, 2006, 04:18:24 am »
thats some great info! thanks!

Neo

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« Reply #5 on: June 08, 2006, 07:50:09 pm »
Normally the easiest way to tell stages is when the opposing team start screaming something like 'OMG they're S2/S3/ Tyrants!'

However the chart does highlight that it is far more cost effective to nail dretches than anything else.

benplaut

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Scoring mechanics
« Reply #6 on: June 09, 2006, 02:31:52 am »
question:

if dretch A does 70 damage to a human, the human heals, then a goon kills them, what happens?
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Henners

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« Reply #7 on: June 09, 2006, 12:12:48 pm »
Quote from: "benplaut"
question:

if dretch A does 70 damage to a human, the human heals, then a goon kills them, what happens?


I'm also wondering about this - I often get evo points from nowhere, 10 minutes after I have hurt a marine and they have gone off an healed.  Does the game perhaps remember how much damage a player has taken that life

e.g. one player does 90 damage.
heals
same player does 90 damage
heals
a different player does 100 damage and kills the marine

Does the first player get the evo point? (or perhaps are 2 points split between the 2 players if the human was worth that much)
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Neo

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« Reply #8 on: June 09, 2006, 12:23:25 pm »
Not sure what happens with tied scores, but the person who did the 100 would get atleast 1 point due to damage done.

Henners

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Scoring mechanics
« Reply #9 on: June 09, 2006, 12:50:47 pm »
That wasnt what was asked neo, read it again

player 1 has done a total of 180 damage, but the human has healed twice
player 2 has done 100 damage

who gets the point/points?
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Survivor

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« Reply #10 on: June 09, 2006, 01:01:00 pm »
Currently I don't know about that. Only way to find that out is to test on a small server or read the source, both of which I'm not really planning on doing.
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Paradox

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« Reply #11 on: June 09, 2006, 06:08:32 pm »
If a human heals, the points are not voided, but stay till human is killed, then they are dished out appropriatly.

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player1

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this topic rocks
« Reply #12 on: July 03, 2007, 09:57:02 pm »
please give more examples

what about a small melee, like basis and maras against some pulserifles and jetpacks

sometimes I'll get one, then two more evos way after a battle, when Humans die, even though it was a while ago, and I'm pretty sure they're earned not shared or donated

I think it's because when I am a basi or mara I try to hurt as many or more Humans as I actually try to kill

I just try to soften them up and distract them from destroying my base or defending theirs

usually a low level of evos results; sometimes, though, a couple good swipe runs will net me enough for a rant

I've earned nine evos before without evolving into anything bigger than a mara (OK adv mara maybe), and just damaging every enemy in sight a little bit and staying out of the way of bigger Aliens

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Survivor

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« Reply #13 on: July 03, 2007, 10:00:33 pm »
The count becomes increasingly complex as more factors get tossed into the equation. While to some extent I could probably expand this post with 1.2 around the corner I don't know if it is worth the trouble.
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Raytray

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« Reply #14 on: July 04, 2007, 05:36:11 pm »
http://www.mercenariesguild.net/patches/?do=details&task_id=34&histring=heal
Heh, seeing how there's something reset damage counters, I suppose it does remember it.... Unless of course this patch has nothing to do with this.
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kevlarman

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« Reply #15 on: July 04, 2007, 05:57:59 pm »
Quote from: "Survivor"
The count becomes increasingly complex as more factors get tossed into the equation. While to some extent I could probably expand this post with 1.2 around the corner I don't know if it is worth the trouble.
i haven't heard about any plans to change this code for 1.2.
some interesting factoids:
-if a player is killed by a teammate (or possibly a friendly structure, haven't checked that yet), he gives up credits, but doesn't increment the opposing teams stage counter, even if he would have otherwise.
-any calls to ClientSpawn() will clear any damage you have taken for the purpose of calculating stages and credits, notably, this means spawning or evolving.
-i was really hoping technical threads like this would go in the new "technical questions" section :(
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
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Survivor

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Scoring mechanics
« Reply #16 on: July 04, 2007, 06:11:00 pm »
Quote from: "kevlarman"
-i was really hoping technical threads like this would go in the new "technical questions" section :(


This is a real influence on gameplay but most people won't go looking for it in  the technical questions forum. And besides it's a very old post.
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kevlarman

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« Reply #17 on: July 04, 2007, 06:15:44 pm »
Quote from: "Survivor"
This is a real influence on gameplay but most people won't go looking for it in  the technical questions forum. And besides it's a very old post.
they won't go looking for it here any more than they would there, but if there was one forum where you could find the technical details on everything, maybe someone actually would look.
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
-----

temple

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Scoring mechanics
« Reply #18 on: July 07, 2007, 01:20:26 pm »
Put structures on there and I'm game.  I hate the fact that spend all my time actually killing the other team's base and it looks on the scoreboard that I did nothing.

Raytray

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Scoring mechanics
« Reply #19 on: July 07, 2007, 03:20:23 pm »
Quote from: "temple"
Put structures on there and I'm game.  I hate the fact that spend all my time actually killing the other team's base and it looks on the scoreboard that I did nothing.
Brag about it in mm1. :P
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.f0rqu3

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Scoring mechanics
« Reply #20 on: July 07, 2007, 03:34:21 pm »
fyi
only the killer of the enemy buildable takes the credits
(so if you nearly killed om, and a rifler killed it with one bullet he gets all the money)

poison a human as basi and immediately join humans
if he dies because of the gas it will say TK and you will lose money

player1

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how utterly original...
« Reply #21 on: July 08, 2007, 03:46:54 am »


@Topic: o rly? interesting factoids...

Survivor

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« Reply #22 on: July 08, 2007, 10:22:43 am »
Quote from: ".f0rqu3"
fyi
only the killer of the enemy buildable takes the credits
(so if you nearly killed om, and a rifler killed it with one bullet he gets all the money)


Did you put this in bugzilla? Seems a pretty big oversight to me.
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kevlarman

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« Reply #23 on: July 08, 2007, 05:58:56 pm »
Quote from: "Survivor"
Quote from: ".f0rqu3"
fyi
only the killer of the enemy buildable takes the credits
(so if you nearly killed om, and a rifler killed it with one bullet he gets all the money)


Did you put this in bugzilla? Seems a pretty big oversight to me.
not really, the code to split credits is in player_die(), so there's no trivial fix for it (assuming you even consider it a problem, i don't think it's a big deal)
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
-----

Survivor

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Scoring mechanics
« Reply #24 on: July 08, 2007, 06:30:39 pm »
Quote from: "kevlarman"
Quote from: "Survivor"
Quote from: ".f0rqu3"
fyi
only the killer of the enemy buildable takes the credits
(so if you nearly killed om, and a rifler killed it with one bullet he gets all the money)


Did you put this in bugzilla? Seems a pretty big oversight to me.
not really, the code to split credits is in player_die(), so there's no trivial fix for it (assuming you even consider it a problem, i don't think it's a big deal)


When thinking the reactor is worth 3 evos, which might be lost by a daring marauder in a few reacruns (losing his evoes in this way) damaging it so the already 9 evo goon takes them when he kills it. Yes. Now the mara might be underequipped for the last part of the game, the hunt.
This is without share, and even with share seems useless since the goon won't share before he gets the reac, and the goon doesn't get the 3 back should he donate 3 of his 9 to the now dead mara.
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kevlarman

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« Reply #25 on: July 08, 2007, 06:47:37 pm »
reactors are worth 2 evos.
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
-----

player1

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seems like you guys might/should/will know...
« Reply #26 on: July 08, 2007, 06:58:45 pm »
Quote from: "kevlarman"
reactors are worth 2 evos.


speaking of which:

where are the values for buildings?

what's an acid tube worth?

how about a turret?

comprehensive listing, anyone?

.f0rqu3

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Scoring mechanics
« Reply #27 on: July 08, 2007, 06:59:15 pm »
Quote from: "kevlarman"
Quote from: "Survivor"
Quote from: ".f0rqu3"
fyi
only the killer of the enemy buildable takes the credits
(so if you nearly killed om, and a rifler killed it with one bullet he gets all the money)


Did you put this in bugzilla? Seems a pretty big oversight to me.
not really, the code to split credits is in player_die(), so there's no trivial fix for it (assuming you even consider it a problem, i don't think it's a big deal)

copy-paste the code from player die to buildable die
(but you also need to track the damage to buildables -> :( ? )

Survivor

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« Reply #28 on: July 08, 2007, 07:22:56 pm »
Quote from: "kevlarman"
reactors are worth 2 evos.


1.2? because i'm damn certain it was 3 in stock 1.1.0
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Plague Bringer

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Re: seems like you guys might/should/will know...
« Reply #29 on: July 08, 2007, 07:23:55 pm »
Quote from: "player1"
Quote from: "kevlarman"
reactors are worth 2 evos.


speaking of which:

where are the values for buildings?

what's an acid tube worth?

how about a turret?

comprehensive listing, anyone?
Nothing, only reactor/om, eggs/nodes are worth cash money.
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