Assign a point value for each objective, then multiply those point by the
percentage of survivors, and that determines the winner.
Let's take something like cuban dawn: Each object (set in a variable such as
ObjValue) is worth 100 points (easy to multply the percentage). The
defenders manage to defend all of the equipment, but loose half of their team
(400*.5=200 points). The other team looses the storage radio, and the
cocain case, but 90% of the team lives (200*.9=180). The first team wins.
Now, that's how it would aply on an existing map. Now let's look at a
theoretical one. The eattackers have ten objectives to destroy in a raid, and
then extract: a simple hit and fade operation. Team A knocks out 6 of the
targets and then extracts and gets 90% of the team out alive. That's 540
points. Team B takes all of the objectives and 60% survive: 600 points. Team
B wins.
A way that the mapper could balance this so lives are more valuable than
than the objective or vice-versa is to stick a property in the objective.
ObjWeight, for example. The above example would use a weight of 1. A lower
weight would make lives more valuable.
The final calculation for how much each objective scores at the end would look something like this:
ObjValue - (ObjValue - (ObjValue * Survivers)) / ObjWeight.
With this, it is possible to have an objective where you can loose your entire
team and still get points, or it is possible to loose 1 man and make the obj
worth 0 or less. To keep destroying something from counting against you, a
simple check will set all negative numbers to zero. This check would be on by
default, but could be disabled at the mapper's disgretion.
I Call this FEAS, or Further Enhanced Assault
percentage of survivors, and that determines the winner.
Let's take something like cuban dawn: Each object (set in a variable such as
ObjValue) is worth 100 points (easy to multply the percentage). The
defenders manage to defend all of the equipment, but loose half of their team
(400*.5=200 points). The other team looses the storage radio, and the
cocain case, but 90% of the team lives (200*.9=180). The first team wins.
Now, that's how it would aply on an existing map. Now let's look at a
theoretical one. The eattackers have ten objectives to destroy in a raid, and
then extract: a simple hit and fade operation. Team A knocks out 6 of the
targets and then extracts and gets 90% of the team out alive. That's 540
points. Team B takes all of the objectives and 60% survive: 600 points. Team
B wins.
A way that the mapper could balance this so lives are more valuable than
than the objective or vice-versa is to stick a property in the objective.
ObjWeight, for example. The above example would use a weight of 1. A lower
weight would make lives more valuable.
The final calculation for how much each objective scores at the end would look something like this:
ObjValue - (ObjValue - (ObjValue * Survivers)) / ObjWeight.
With this, it is possible to have an objective where you can loose your entire
team and still get points, or it is possible to loose 1 man and make the obj
worth 0 or less. To keep destroying something from counting against you, a
simple check will set all negative numbers to zero. This check would be on by
default, but could be disabled at the mapper's disgretion.
I Call this FEAS, or Further Enhanced Assault