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| Natural Selection - General Discussion General Discussion for Natural Selection |
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#76 (permalink) |
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Join Date: Jul 2004
Location: God's Country - Texas
Posts: 637
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Re: CO: respawn ticket system
Total up the number of tickets you have killed on the other side - put that in kills column. Total up the number of tickets you lost due to your deaths and TKs - put that in deaths column. Put your current ticket total (the number your team will lose when you die) in the score column.
That would rock.
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Former TGNS admin until WoW blinded me with flashy lights. |
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#77 (permalink) |
![]() ![]() Join Date: May 2003
Location: Memphis, TN
Posts: 14,148
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Re: CO: respawn ticket system
I cannot control the score column. It is calculated per the kills and deaths column and would certainly have a crazy value if I implemented your ideas for the K and D columns, which I like.
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Steam Community? Add me. | Join #tacticalgamer | Search Results Legend | New Posts Forum Filter | Postbox Toggle | Live Thread Review | One Line Results | Free Remote, Encrypted Backup Darkilla: In short, NS is pretty much really fast chess. With guns. Apophis: I haven't seen anyone say that SM's are better than non-SMs. Nordbomber: This is THE first server I've seen where either side can comeback from out of seemingly nowhere with the right teamwork. en4rcment: I have NEVER experienced the type of gameplay that I have found here. Nightly I am amazed at the personalities and gaming talent. Root: Welcome to TG. Feel free to punctuate your sentences correctly. Monkerz: Its gonna take all my skills to beat those boys off in the future. |
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#78 (permalink) | |
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Join Date: Aug 2004
Posts: 253
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Re: CO: respawn ticket system
Quote:
If so, that would make it so the score column would actually be a legitimate number...wouldn't it? or no??? Do you know the calculation formula it uses? I guess the more deaths you have it should lower your score, right? Which means a - number there would make it worse.... but if that's the case, then you wouldn't have such a crazy number for score unless you had massive kills with almost no deaths... |
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#79 (permalink) | |
![]() ![]() ![]() Join Date: Aug 2004
Location: Fairfax, Virginia
Age: 27
Posts: 2,174
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Re: CO: respawn ticket system
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Kills + Level = Score If you have gained 4 levels and killed 10 people, your score will be 14. Deaths play no part in score calculation in both CO and NS. Killing the hive or CC will also give you some score, but that isnt really a factor in CO because the game ends very soon after. |
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#80 (permalink) |
![]() ![]() Join Date: May 2003
Location: Memphis, TN
Posts: 14,148
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Re: CO: respawn ticket system
That's right, kormendi.. you explained that to me last night and I still got it wrong in my post. Thanks for the correction.
I think that I'll be creating a /res-style interface for displaying this data, and I will leave the scoreboard unchanged (thus revoking my Deaths column mod). I will display how many tickets you presently cost, how many you have cost your team so far, and how many you have cost the opposition so far. I'll display this for every member of your team.
__________________
Steam Community? Add me. | Join #tacticalgamer | Search Results Legend | New Posts Forum Filter | Postbox Toggle | Live Thread Review | One Line Results | Free Remote, Encrypted Backup Darkilla: In short, NS is pretty much really fast chess. With guns. Apophis: I haven't seen anyone say that SM's are better than non-SMs. Nordbomber: This is THE first server I've seen where either side can comeback from out of seemingly nowhere with the right teamwork. en4rcment: I have NEVER experienced the type of gameplay that I have found here. Nightly I am amazed at the personalities and gaming talent. Root: Welcome to TG. Feel free to punctuate your sentences correctly. Monkerz: Its gonna take all my skills to beat those boys off in the future. |
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#81 (permalink) |
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Join Date: Sep 2004
Location: WI
Age: 22
Posts: 37
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Re: CO: respawn ticket system
I don't know about you guys, but I find it more informative to know how many times everyone has died than to see how many tickets you cost your team. Unless you could some how reinvest your points to change that value I just dont see the need.
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#82 (permalink) | |
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Join Date: Aug 2004
Location: Cheyenne, Wyoming, USA
Age: 23
Posts: 189
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Re: CO: respawn ticket system
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--T3C[]-[]N0 []v[]UFF1N The vending machine originated in Egypt in 215 B.C. Learn somethin new everyday, dontcha? |
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#83 (permalink) |
![]() ![]() Join Date: May 2003
Location: Memphis, TN
Posts: 14,148
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Re: CO: respawn ticket system
I'm hearing complaints that the ticket system too favorably helps the aliens? I don't see it... anyone have any details as to how?
__________________
Steam Community? Add me. | Join #tacticalgamer | Search Results Legend | New Posts Forum Filter | Postbox Toggle | Live Thread Review | One Line Results | Free Remote, Encrypted Backup Darkilla: In short, NS is pretty much really fast chess. With guns. Apophis: I haven't seen anyone say that SM's are better than non-SMs. Nordbomber: This is THE first server I've seen where either side can comeback from out of seemingly nowhere with the right teamwork. en4rcment: I have NEVER experienced the type of gameplay that I have found here. Nightly I am amazed at the personalities and gaming talent. Root: Welcome to TG. Feel free to punctuate your sentences correctly. Monkerz: Its gonna take all my skills to beat those boys off in the future. |
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#84 (permalink) | |
![]() ![]() Join Date: Jul 2004
Posts: 899
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Re: CO: respawn ticket system
My only beef with the ticket system is that redemption seems to be extremely powerful (mentioned by Mito above this post). I'm not sure what the best fix is. Perhaps the death of a redemption alien should be worth double the ticket cost?
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#85 (permalink) |
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Join Date: Jul 2004
Location: God's Country - Texas
Posts: 637
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Re: CO: respawn ticket system
Fades / ono should be worth their equivalent in marines they kill. A good fade can go through 30 marines and not die - but I'm not suggesting they be worth 300 points. 30 is a little slim, tho'.
I would favor [ levels required to gestate ] x [ a number ] = [ higher lifeform cost ] [a number ] = 20 at least 20. yeah. that's about right. except for gorge maybe. but no one gorges any more. rarely. if they're losing the hive bad enough to require a gorge, they're probably losing really bad on tickets.
__________________
Former TGNS admin until WoW blinded me with flashy lights. |
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#86 (permalink) |
![]() ![]() Join Date: May 2003
Location: Memphis, TN
Posts: 14,148
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Re: CO: respawn ticket system
Keep the ideas/feedback coming.
I have restored the scoreboard to its default values. Now, you can "say_team /tix" instead. This will display four columns (in addition to a NAME column): CUR, LOST, COST, CLASS For every player on your team, this will show his CURrent cost, how many tickets the team has LOST due to his deaths, and how many tickets his kills have COST the other team, as well as his current CLASS. The running totals, of course, reset at the start of every round. Also, the display on the right side of the screen now shows your personal LOST and COST values in addition to your personal CUR value. The /tix display is imperfect yet, but it's solid enough to leave running, so I have. It sometimes doesn't line up just right (yet), and it can get pretty damn annoying sometimes, as, since it competes with the display on the right for visibility, you sometimes have to slap your /tix bind several times to read the informatoin (for this reason, the /tix say_team message isn't visible when you execute the command). I'll fix all this in time. Also, the help text at round start references a +showTix command, which is still broken and will come later. Please continue to provide feedback.
__________________
Steam Community? Add me. | Join #tacticalgamer | Search Results Legend | New Posts Forum Filter | Postbox Toggle | Live Thread Review | One Line Results | Free Remote, Encrypted Backup Darkilla: In short, NS is pretty much really fast chess. With guns. Apophis: I haven't seen anyone say that SM's are better than non-SMs. Nordbomber: This is THE first server I've seen where either side can comeback from out of seemingly nowhere with the right teamwork. en4rcment: I have NEVER experienced the type of gameplay that I have found here. Nightly I am amazed at the personalities and gaming talent. Root: Welcome to TG. Feel free to punctuate your sentences correctly. Monkerz: Its gonna take all my skills to beat those boys off in the future. |
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#87 (permalink) | |
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Join Date: May 2003
Location: memphis, tn
Age: 35
Posts: 353
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Re: CO: respawn ticket system
Quote:
The thing I used to like about combat was that there wan't any penalty for dieing. In fact, with mines, you get a benifit for it. Ah, well.
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-- CaveDog "Go sell crazy somewhere else... we're all stocked up here." |
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#88 (permalink) | |
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Join Date: May 2003
Location: Where ever I really want to be.
Posts: 1,007
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Re: CO: respawn ticket system
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- 52 |
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#89 (permalink) |
![]() ![]() Join Date: May 2003
Location: Memphis, TN
Posts: 14,148
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Re: CO: respawn ticket system
I need more feedback on Mito's idea about redemption and Stupid's idea about higher lifeform ticket cost.
__________________
Steam Community? Add me. | Join #tacticalgamer | Search Results Legend | New Posts Forum Filter | Postbox Toggle | Live Thread Review | One Line Results | Free Remote, Encrypted Backup Darkilla: In short, NS is pretty much really fast chess. With guns. Apophis: I haven't seen anyone say that SM's are better than non-SMs. Nordbomber: This is THE first server I've seen where either side can comeback from out of seemingly nowhere with the right teamwork. en4rcment: I have NEVER experienced the type of gameplay that I have found here. Nightly I am amazed at the personalities and gaming talent. Root: Welcome to TG. Feel free to punctuate your sentences correctly. Monkerz: Its gonna take all my skills to beat those boys off in the future. |
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#90 (permalink) |
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Join Date: Jun 2003
Age: 21
Posts: 597
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Re: CO: respawn ticket system
Don't agree with the redemption change, seeing as this plugin is too big for its britches as it is... I suppose you could apply a highly reduced ticket cost to a successful redemption or something but that's pushing it.
As for lifeform cost increases, not unless the ticket total is increased as well. With aliens losing so many tickets from skulks, they can't afford to pay so heavily for Fade/Onos deaths as well. |
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