I've had a couple UT DM/TDM mutator ideas recently, and I was wondering how hard scripting something along these lines would be.
Idea #1-Damage Scoring
Okay, how often have you had someone in an arena ready to die, just to have someone jump in and finish them off before that last rocket or flak shell hits? Though it's all part of the game, I always felt this rule could use some changes at times:Hence what I call Damage Scoring-It's not if you frag or not, it's how much pain you give! How this idea would work, basically, would be this:Scoring would be determined by damage inflicted (in other words, health lost from attacks) instead of by frags. This means if you were able to say, take 90 percent of someone's health, you'd get 90 points. If someone came in and finished them off, they'd only get credit for 10 percent health since that's all they had left. Perhaps a small bonus could be given to people who do 100% or more to one specific target (in other words, frag them before someone else does!)
Idea #2-Threat Scoring
Don't you hate it when someone gets the lead by picking on the newly spawned enforcer carrying wimps? Nothing says pain like running down a hall you just spawned from, just to be greeted by a point blank Flak shell. Well, this idea would change all that. I call this 'Threat Scoring!' How does it work? Well, as items are picked up (weapons, armor, extra health) a player's 'threat' goes up. When a player has a higher threat level, they're worth more points. Now, this could bring about the question of what happens if one player does damage to an enemy, leaving them near death, then someone else finishes the job. Well, what I had in mind was this:Whenever you engage someone, their threat value is displayed, and so long as you keep engaging them, you'll get points based on that value. Now let's say you were in a firefight with someone, and someone else comes in a bit later, then the other person would get a threat value based on the threat of the enemy when they engaged them, not when you first did.
It seems kind of confusing, I know, but I guess what I'm saying is it'd be nice to have points awarded based on how tough it was to get that frag.
So what exactly would determine threat, and to what extent?
(Note-Weapon threat is larger if you have ammo, a loaded redeemer will GREATLY increase threat, but one without ammo will have a much lower threat, threat level listed assumes weapon is loaded)
Health-When engaged, initial health at time to engagement determines threat value for this stat, this value will not change during combat once it has been set. (in other words, threat doesn't go down as health does)
Armor-Same as health.
Stealth-Would add a moderate amount to threat value.
Damage Amp-Would add a massive amount to threat value.
Shield Belt-Would add a moderate amount to threat value.
(Or add to armor level, not sure yet)
Jump Boots-Would add a small amount to threat value.
Enforcer-Adds nothing to threat value.
Bullets-Threat based on bullets in stock, value is increased if carrying a minigun.
Bio Rifle-Adds a small amount to threat value.
Bio Ammo-Threat based on ammo in stock.
Shock Rifle-Adds a moderate amount to threat value.
Shock Cores-Work like other ammo threat values.
Pulse Gun-Adds a moderate amount to threat.
Pulse Ammo-Like all other ammo.
Rocket Launcher-Adds a large amount to threat value.
Flak Rifle-Adds alarge amount to threat value.
Flak Shells-Same as all ammo.
Ripper-Adds a moderate amount to threat.
Razor Blades-Like all other ammo.
Sniper Rifle-Adds a large amount to threat value.
Sniper Ammo-Like all ammo except bullets!
Redeemer-Adds a TON of threat.
Redeemer Ammo-Adds a lot to threat, and of course, needed to make Redeemer a threat.
So, what do you guys think? These sound like good mutator ideas? They possible? (Well, I'm sure they are...)
Idea #1-Damage Scoring
Okay, how often have you had someone in an arena ready to die, just to have someone jump in and finish them off before that last rocket or flak shell hits? Though it's all part of the game, I always felt this rule could use some changes at times:Hence what I call Damage Scoring-It's not if you frag or not, it's how much pain you give! How this idea would work, basically, would be this:Scoring would be determined by damage inflicted (in other words, health lost from attacks) instead of by frags. This means if you were able to say, take 90 percent of someone's health, you'd get 90 points. If someone came in and finished them off, they'd only get credit for 10 percent health since that's all they had left. Perhaps a small bonus could be given to people who do 100% or more to one specific target (in other words, frag them before someone else does!)
Idea #2-Threat Scoring
Don't you hate it when someone gets the lead by picking on the newly spawned enforcer carrying wimps? Nothing says pain like running down a hall you just spawned from, just to be greeted by a point blank Flak shell. Well, this idea would change all that. I call this 'Threat Scoring!' How does it work? Well, as items are picked up (weapons, armor, extra health) a player's 'threat' goes up. When a player has a higher threat level, they're worth more points. Now, this could bring about the question of what happens if one player does damage to an enemy, leaving them near death, then someone else finishes the job. Well, what I had in mind was this:Whenever you engage someone, their threat value is displayed, and so long as you keep engaging them, you'll get points based on that value. Now let's say you were in a firefight with someone, and someone else comes in a bit later, then the other person would get a threat value based on the threat of the enemy when they engaged them, not when you first did.
It seems kind of confusing, I know, but I guess what I'm saying is it'd be nice to have points awarded based on how tough it was to get that frag.
So what exactly would determine threat, and to what extent?
(Note-Weapon threat is larger if you have ammo, a loaded redeemer will GREATLY increase threat, but one without ammo will have a much lower threat, threat level listed assumes weapon is loaded)
Health-When engaged, initial health at time to engagement determines threat value for this stat, this value will not change during combat once it has been set. (in other words, threat doesn't go down as health does)
Armor-Same as health.
Stealth-Would add a moderate amount to threat value.
Damage Amp-Would add a massive amount to threat value.
Shield Belt-Would add a moderate amount to threat value.
(Or add to armor level, not sure yet)
Jump Boots-Would add a small amount to threat value.
Enforcer-Adds nothing to threat value.
Bullets-Threat based on bullets in stock, value is increased if carrying a minigun.
Bio Rifle-Adds a small amount to threat value.
Bio Ammo-Threat based on ammo in stock.
Shock Rifle-Adds a moderate amount to threat value.
Shock Cores-Work like other ammo threat values.
Pulse Gun-Adds a moderate amount to threat.
Pulse Ammo-Like all other ammo.
Rocket Launcher-Adds a large amount to threat value.
Flak Rifle-Adds alarge amount to threat value.
Flak Shells-Same as all ammo.
Ripper-Adds a moderate amount to threat.
Razor Blades-Like all other ammo.
Sniper Rifle-Adds a large amount to threat value.
Sniper Ammo-Like all ammo except bullets!
Redeemer-Adds a TON of threat.
Redeemer Ammo-Adds a lot to threat, and of course, needed to make Redeemer a threat.
So, what do you guys think? These sound like good mutator ideas? They possible? (Well, I'm sure they are...)