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01-01-2007, 09:08 PM #31
Re: our 3.2 CO
Shot in the dark here:
Progressive income tax!
The less xp you have, the more of your own xp you get to keep. Your current level (as viewed by NS vanilla, since that conveniently caps at level 10) determines the % of your xp taken away as taxes and distributed to all players. At level 1, 10% is taxed and 90% is given to you. At level 5, 50% taxed and 50% to you. At level 10 and above, 100% of your earned xp is distributed evenly across the server instead of kept for yourself. (You do get a portion of the amount taxed, just no more than anyone else does.)
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01-01-2007, 09:49 PM #32
Re: our 3.2 CO
Yes. My suggestion was that if we're not going to have individual exp, there's no point in having it tied to kills/deaths at all. That just leads to people getting killed on purpose to advance levels more quickly. Instead, tie it to time so that every game has an even level progression.
For the record though, I would prefer to see a plugin that makes one side spawn twice as quickly (actual rate and other numbers to be determined) and on offense only (make their cc/hive invunerable). Turn the game into true attack/defend (like the TFC attack/defend maps).
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01-02-2007, 05:13 AM #33
Re: our 3.2 CO
I want my team levels plugin idea to become a reality. Where certain upgrades are gotten by a team based on a seperate xp varaiable that the whole team contributes to, and other upgrades are obtained with xp that you have your own personal pile of.
I still lack the programming skill to make it happen.
I look forward to testing this communism. I hope I have some time for it soon. Anything with communism has my stamp of approval.
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01-06-2007, 09:56 PM #34
Re: our 3.2 CO
I skipped page 2 of this, due to time. I'd like to say that Communism, although interesting, has been my suspect in the server's recent demise. CO is a mechanism for getting us to NS faster, which means it populates the server. I don't know if the bug is what has killed the 3.2 server, or if it is the communism itself, but we're dead either way.
I say until it gets straightened out, we take it off the server and revert to our regular CO until we get can it fixed. Maybe we can host a separate server on certain days to test plugins for our liking.
I like this idea. Maybe instead of 100% total we could go to 130% total to go to level 13. I agree that level 10 is short coming, but I'd rather be playing to level 10, than not playing at all.
-MomYer Mom /O>
To all but me is the look given but never received. My heart sinks faster and faster every time I look into them, yet I do not understand their controling power on my soul. - W11114m W45h1n670n
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01-08-2007, 11:13 PM #35
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Re: our 3.2 CO
Yeah I'm seeing a bit of a mismatch here between goals and methods. As I understand it, our goal for co on tgns is to populate the server so that we have enough people to play ns. This usually involves a higher percentage of ? players than we have when the server is full. Given that, anything that makes a significant number of ?'s leave during co is bad, and currently the communism plugin is that thing, especially when a second round starts on the same map and there are instant jps in the hive.
We shouldn't be looking at this from the perspective of a reg, since we're usually on the server specifically to get enough people for ns, and will thus typically stay even if we replace co with pong. Instead, we need to minimize the number of players that leave the server during co, which currently seems to be ?'s with an understandable aversion to some funky plugin they don't understand that seems to be taking their hard-earned points.
That said, I think Kero's progressive income tax would be less noticeable and would tend to keep less skilled players (ie. most ?'s) on the server as it would not be deducting noticable amounts from their xp while delaying the emergence of skilled jps/lifeforms, so while that would be better than the current communism plugin, the best solution would be to have a fairly normal co server. The obvious exception to this is things that people have come to expect on a co server, such as extralevels/extraupgrades that some people immediately check for and leave if it's not present, or whatever the current fashion is.
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01-09-2007, 01:15 PM #36
Re: our 3.2 CO
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01-09-2007, 01:43 PM #37
Re: our 3.2 CO
lol, you couldnt ever make it to 130% because at 100%, you gain 0 xp per kill.
|TG-6th|Ferris Bueller
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01-09-2007, 02:55 PM #38
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01-09-2007, 03:24 PM #39
Re: our 3.2 CO
Not quite. For the sake of example, lets say you normally gain 100 xp per kill, and there are 10 players on the server. At level 1, you keep 90 xp, and 10 xp is split over all players...including you. So you get 91 and everyone else gets 1. At level 10, you keep 0 xp, and 100 xp is split over all 10 players...again including you. So everyone gets 10 xp.
Make sense now?Code:Share Total You Tax per xp for Level Keep Split person You 1 90 10 1 91 2 80 20 2 82 3 70 30 3 73 4 60 40 4 64 5 50 50 5 55 6 40 60 6 46 7 30 70 7 37 8 20 80 8 28 9 10 90 9 19 10 0 100 10 10 11 0 100 10 10 12 0 100 10 10 13 0 100 10 10
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01-09-2007, 05:20 PM #40
Re: our 3.2 CO
What happens if there are 32 people on the server?! Level 10->13 will take roughly as much time as it took for Lenin to decompose while lying in state.
How about we take the taxed amount and put in in some kind of holding account to be given to the lowest player to boost them up?Former TGNS admin until WoW blinded me with flashy lights.
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01-09-2007, 05:20 PM #41
Re: our 3.2 CO
Um...just out of curiosity, how do you play 8 on 8 pong?
and in response to the chart, the major flaw was one i pointed out in my last post: at 100% tax, you gain 0 experience, so level 13 would be literally IMPOSSIBLE to reach. The simplest solution (remember, computers understand decimal places) is to simply divide 100% into 13 parts and apply one part to each level.
|TG-6th|Ferris Bueller
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01-09-2007, 05:43 PM #42
Re: our 3.2 CO
What you missed out of Kero's post is that you're taxed 100% of your exp, but are eligible for the refund - meaning that you get back 1/N-th of your experience (where N is the number of players).
Former TGNS admin until WoW blinded me with flashy lights.
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01-09-2007, 06:13 PM #43
Re: our 3.2 CO

NS Game Officer. TF2 Admin. BF2 Admin / Scripter. PM with issues.
Tempus: Pokerface is nailing it right on the head. Everyone who is arguing against him is simply arguing against reality.
<anmuzi> it is not permitted to have privacy or anonymity
<LazyEye> yeah when I play on TG the server digs though my trash
Arm yourself with knowledge: TG NS TF2 BF2
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01-09-2007, 06:28 PM #44
Re: our 3.2 CO
You mean like a vault of some sort?

But notice also that the xp you gain from my income tax plugin is always at least as much as you gain from the communism plugin, because thats effectively 100% tax all the time. So I don't think 10 to 13 will take all that long, with 32 different people getting kills and all being taxed. It will only take forever if the other 31 people are afk, and you are just killing them repeatedly.
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01-09-2007, 06:58 PM #45
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