Alternate Scoring Mutator Idea

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{GD}Ghost

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I am putting this idea out here to hear people's thoughts about it. I'm interested in hearing what is wrong with the idea and why as well as hearing what may be good about the idea and how it might be improved.

The idea really isn't all that complicated, I'm interested in hearing how you all think this would effect INF game play.

My idea is for a TDM scoring style where kills are scored by team (as well as individually) where the team with the most kills at the end of a series of rounds is the winner. Now, while this may not seem all that different than anything currently in use, here is the difference. Each kill will be worth 1 point, and each death for a team subtracts 1 point from both their team and personal totals. This is, of course with infinate respawns in mind.

The idea is for there to be a little bit of TDM style game play and tactical game play within one game type. I think this idea would allow for personal "glory", but also discourage running around mindlessly, getting one kill and dying over and over and over and over and......you get the idea.

Lets hear what you think.
 

UN17

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Dec 7, 2003
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TDM = Bad. Though if you had to have a score system, I would prefer:

1 Kill = 1 Point
1 Death = -2 Points
1 TK = -3 Points
 

{GD}Ghost

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I was thinking something along those lines too, but I wanted to start out more "middle of the road". I'd prefer your point system applied to the idea.

The idea of a team doing very badly or just completely doing their own team ending up with negative points is....kinda funny, but I like it. It would also be cool to show the number of points (and percentage) lost.
 
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{GD}Ghost

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True. Very true. That is why spawns should be done randomly. I'm sure there is something in the UT engine that could cause spawns to be in an area furthest away from the largest concentration of players. However, this is a problem with any map that has static spawns experiences. So this is not a new problem introduced with this game type. This would simply require teammembers to do what it takes to protect their spawn areas. Spawn snipers should also be used.
 

(SDS)benmcl

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Actually for TDM, not my cup of tea, I feel I could be inticed to play something like this. Figure out spawn camping, which I have no good ideas, and you may have something worth trying. I like UN17's scoring system.
 
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{GD}Ghost

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Cleeus[JgKdo] said:
And where are the tactics in shooting more people then the enemy does?

The tactics come from the necessity of keeping yourself and your teammates alive or you lose more points than you gain by killing the other team. Look up the word tactics if you have doubts about the true meaning of the word.
 

Taque

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No, I like this random spawn with sniper actor idea ... Some poor sap would just be walking past a spawn and get promptly owned by it. It sounds interesting (I love anything to do with killing), but the respawns have me totally turned off, unless you could do it incredibly gracefully and with a relatively long wait time (like GD EAS). That, and I don't know how well this would work on small or even mid-sized maps. Also, victims would spawn individually as they die, or with a wave of their own teammates in the same place?
 

Cleeus[JgKdo]

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{GD}Ghost said:
The tactics come from the necessity of keeping yourself and your teammates alive or you lose more points than you gain by killing the other team.

k, i accept that - indeed TDM can have tactics too, but as soon as both side use them it gets very boring ;);)

So, where is the difference to TDM?
 

{GD}Ghost

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Yes, it would still be TDM, but with a different type of scoring system. You would have to worry about spawn camping just as much or no more than you do with any of the current game types that use respawns. It may even work well with no respawns. I guess the best way to see, is to try it out.
 

Shrap

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Didn't read the whole thread but

the respawns should be in wave, otherwise it would destroy the whole point of teamplay.