Mutator/Gametype idea

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I_LoveToKill

Danish Bastard!
Nov 11, 2001
480
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Denmark
It could be interesting to make a mutator that totally removed
personal scores from ctf, the only thing would be flag caps nothing
else on the scoreboard.

Dont know how hard it would be to make, maybe just as a test, have
the hud/scoreboard allways show 0 and see how people react to it.

Just an idea I had for a while.
 

Selerox

COR AD COR LOQVITVR
Nov 12, 1999
6,584
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TheUKofGBandNI
selerox.deviantart.com
A happy medium...

I_LoveToKill said:
It could be interesting to make a mutator that totally removed
personal scores from ctf, the only thing would be flag caps nothing
else on the scoreboard.

Dont know how hard it would be to make, maybe just as a test, have
the hud/scoreboard allways show 0 and see how people react to it.

Just an idea I had for a while.

That might be a little over the top to be popular, but something that might be an alternative is just listing the flag caps/kills/returns/escorts made by each player.
 

Swedix

Retired from UT2004
Apr 19, 2000
4,853
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In position
As selerox says.
The scoring system in UT2003 CTF is even worse than in UT.
I'll guess that's the reason why so many play DM in CTF.
 

SkaarjMaster

enemy of time
Sep 1, 2000
4,870
8
38
Sarasota, FL
Excellent idea! That would, of course, promote more TEAM play in CTF (at least a little more than it does now or at least how public servers are now, hehe).
 

I_LoveToKill

Danish Bastard!
Nov 11, 2001
480
0
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Denmark
Yeah thats what I had in mind, to enforce team play and stop players
sucking on that stat titty all the time, no personal scores and only
caps shown would make any kind of stat whoring pointless.

It would be a fun social experiment to see what would happen.
 

BulletProof

...I wish I was
Mar 27, 2002
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Visit site
I was just thinking of something along the same lines, where the scoreboard shows ranks, which rely on frags, returns, etc, but without showing those actual numbers. Probably would make new players feel more comfortable starting out :).
 

Slartoff

Death delights me. Slartoff!
Nov 1, 2003
123
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There was a mod for UT1 that gave adjusted points for flag captures, returns, defending, assists, killing of EFC, etc. IE assisting a flag capture would give you 2 or 3 points. Even if it didn't help very much teamplay-wise, it certainly made playing more fun. I might not have killed very many people, but I would have a respectable score at the end due to alternate scoring methods. People who are not as skillful as others in combat can still feel satisfied at the end of a match when they have nearly as many points for playing supporting roles :)
 

I AM{skullface}

metrosexual
Oct 24, 2000
1,536
0
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Boston, Mass
www.skullface.com
Slartoff, I remember that mutator.

scir, if I remember correctly, if you killed someone who was attacking the flag carrier, you would get points for assisting. Not sure how the mutator did it, but I do remember it.

-I_AM{skullface}
 

Selerox

COR AD COR LOQVITVR
Nov 12, 1999
6,584
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TheUKofGBandNI
selerox.deviantart.com
Defenders don't have to be aiming at a FC to take him out...

I believe there was a mutator for UT1 called DoTheRightThing, which gave you a bonus if you fragged someone who was aiming at your flag carrier. Is there any way for the game to give a bonus if you kill an enemy who is near your flag carrier as well? That'd make it more effective.
 

WebSlinger

bNotNegative != False
Feb 29, 2000
1,955
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Oklahoma City, OK
Sel, to your original point, rather than a frag bonus... just a running tally.

Code:
[FONT=Courier New] [B][COLOR=Red]Red Team             1[/COLOR] | [COLOR=Blue]Blue Team            2[/COLOR][/B]
------------------------[B]|[/B]-----------------------
 Player       C|R|FK|E|A[B]|[/B] Player     C|R|FK|E|A|
------------------------[B]|[/B]-----------------------
[COLOR=Red]Dood          1|3| 2|0|0[/COLOR][B]|[/B][COLOR=Blue] person     1|5|10|0|1[/COLOR]
[COLOR=Red]Someone       0|1| 4|0|1[/COLOR][B]|[/B] [COLOR=Blue]blah       1|1| 0|1|0[/COLOR]

[B]Key:[/B]
C  = [B]Flag Capture[/B]
R  = [B]Flag Return[/B]
FK = [B]Killed Enemy Flag Carrier[/B]
E  = [B]Escort: [/B] awarded to a player who Killed
     enemies who were near/aiming at
     your flag carrier during a sucessful
     flag run
A  = [B]Assist:[/B] awarded to a player who touches
     the enemy flag during a single flag run
     but does not score the capture[/FONT]
 

Zur

surrealistic mad cow
Jul 8, 2002
11,708
8
38
48
Selerox said:
I believe there was a mutator for UT1 called DoTheRightThing, which gave you a bonus if you fragged someone who was aiming at your flag carrier. Is there any way for the game to give a bonus if you kill an enemy who is near your flag carrier as well? That'd make it more effective.

CTFDoTheRightThing to be precise. An excellent mutator :) .
 

WebSlinger

bNotNegative != False
Feb 29, 2000
1,955
0
0
Oklahoma City, OK
And here's the logic for my CTF Awards system: If anyone wants to take this and run with it, just mention me in the Readme :)

This system will take away individual frags and replace them with this awards system. If you want CTF to act more like team sports, then this is the sort of system you need. In basketball, you don't get "points" for your deeds, but you do get "stats" (goals, assists, rebounds, etc.,). So, here ya go... (I obviously know nothing of UScript, it's been well over a year since I coded anything for a U-game)

This also adds "Flag Saves" to the awards listed in my previous post

Code:
[FONT=Courier New][B]===============================
Logic Flow for Offensive Awards
===============================[/B]

[B]Event
Player(0) touches the enemy flag[/B]

[COLOR=DarkGreen][B]//Player flagged for potential Assist Award[/B][/COLOR]
Player(0).bAssist = True

__________________________________________________

[B]Event
Player(0) kills an enemy near or aiming at
(even from a great distance) Teammate Flag Carrier[/B]

[COLOR=DarkGreen][B]//Player flagged for potential Escort Award[/B][/COLOR]
Player(0).bEscort = True

__________________________________________________

[B]Event
Player(0) Captures the Flag[/B]

[COLOR=DarkGreen][B]// A Player who scores the cap
// cannot also be awarded other
// offense awards[/B][/COLOR]
Player(0).bAssist = False
Player(0).bEscort = False
Player(0).Capture++ [COLOR=DarkGreen][B]//Player Awarded for flag capture[/B][/COLOR]
For each player on Player(0)'s team: { //i=0 i++
[COLOR=DarkGreen][B]	// A player can be awarded both
	// Escort and Assist Awards for
	// a single sucessfull flag run[/B][/COLOR]
	If (Player(i).bAssist) {
		Player(i).Assist++ [COLOR=DarkGreen][B]//Player Awarded for Assist[/B][/COLOR]
		Player(i).bAssist = False
		}
	If (Player(i).bEscort) {
		Player(i).Escort++ [COLOR=DarkGreen][B]//Player Awarded for escort[/B][/COLOR]
		Player(i).bEscort = False
		}
	}

[B]===============================
Logic Flow for Defensive Awards
===============================[/B]

__________________________________________________

[B]Event
Player(0) kills the Enemy Flag Carrier[/B]

Player(0).FlagKill++ [COLOR=DarkGreen][B]//Player Awarded for Flag Kill[/B][/COLOR]

__________________________________________________

[B]Event
Player(0) kills enemy who is near Friendly Flag
while flag is either dropped or at flag stick[/B]

Player(0).FlagSave++ [COLOR=DarkGreen][B]//Player Awarded for Flag Save[/B][/COLOR]

__________________________________________________

[B]Event
Player(0) Returns their Flag[/B]

Player(0).FlagReturn++ [COLOR=DarkGreen][B]//Player Awarded for Flag Return[/B][/COLOR]

[COLOR=DarkGreen][B]// A flag return forfeits potential
// offensive awards for the other
// team[/B][/COLOR]
For each player on the opposite team: {
	Player(i).bAssist = False
	Player(i).bEscort = False
	}[/FONT]
 
Last edited:

WebSlinger

bNotNegative != False
Feb 29, 2000
1,955
0
0
Oklahoma City, OK
I dunno what a uu is... I guess whatever translates to approx. 20 feet?

You also have to do the aiming check... if you kill someone who is trying to snipe your FC then that would count as a potential escort point.

I also wonder if "Flag Touch" should be added.

Code:
[FONT=Courier New][b]Event
Player(0) touches the enemy flag[/b]
 
Player(0).FlagTouch++ [COLOR=DarkGreen][B]//Player awarded for Flag Touch[/B][/COLOR][/FONT]

I think that's already recorded in game, no? or is it only recorded for stats? But then you're also stacking points... someone who is awarded a flag touch on a successful flag run would also get the Assist award.

Maybe a Flag Touch is only awarded for unsuccessful flag runs which would change the following logic

Code:
[FONT=Courier New][b]Event
Player(0) touches the enemy flag[/b]
 
[COLOR=DarkGreen][B]//Player flagged for potential Flag Touch award[/B][/COLOR]
Player(0).bFlagTouch = True


[B]Event
Player(0) Captures the Flag[/B]

[COLOR=DarkGreen][B]// A Player who scores the cap
// cannot also be awarded other
// offense awards[/B][/COLOR]
Player(0).bAssist = False
Player(0).bEscort = False
Player(0).Capture++ [COLOR=DarkGreen][B]//Player Awarded for flag capture[/B][/COLOR]
For each player on Player(0)'s team [COLOR=Red][B]including the FC[/B][/COLOR]: { //i=0 i++
	[COLOR=DarkGreen][B]//No Flag Touch awarded[/B][/COLOR]
	Player(i).bFlagTouch = False
[COLOR=DarkGreen][B]	// A player can be awarded both
	// Escort and Assist Awards for
	// a single sucessfull flag run[/B][/COLOR]
	If (Player(i).bAssist) {
		Player(i).Assist++ [COLOR=DarkGreen][B]//Player Awarded for Assist[/B][/COLOR]
		Player(i).bAssist = False
		}
	If (Player(i).bEscort) {
		Player(i).Escort++ [COLOR=DarkGreen][B]//Player Awarded for escort[/B][/COLOR]
		Player(i).bEscort = False
		}
	}

[B]Event
Player(0) Returns their Flag[/B]

Player(0).FlagReturn++ [COLOR=DarkGreen][B]//Player Awarded for Flag Return[/B][/COLOR]

[COLOR=DarkGreen][B]// A flag return forfeits potential
// offensive awards for the other
// team
//
// Award Flag Touches to 
// enemy team members who
// had touched the flag during
// this flag run attempt
[/B][/COLOR]
For each player on the opposite team: {
	Player(i).bAssist = False
	Player(i).bEscort = False
	If (Player(i).bFlagTouch) {
		Player(i).FlagTouch++
		}
	Player(i).bFlagTouch = False
	}

[/FONT]
 

Sir_Brizz

Administrator
Staff member
Feb 3, 2000
26,020
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48
uu = unreal unit I believe. Can't remember how many they say translates to about a foot.
 

-AEnubis-

fps greater than star
Dec 7, 2000
3,298
0
36
43
The Nicest Parts of Hell
I think it'd be cool with absolutley nothing listed or tracked in game. If you want stuff for stats, the "frag count" could still be ditched, and track the individual happenings in the stats page... But literally, since, the team score is in the hud, do away with the scoreboard all together. I'd be all about that. Or if you had the board, just use it as a list of players, maybe to make sure you keep teams even.

After reviewing games, especially competative ones, it's nice to know who accomplishes what, so you know who needs to work on what, but I think blindness to it in game would be cool... Especially for pubs.