Nukeproof said:
@ Beppo:
For maps with sophisticated missions (aka Reaktor 46 - I know its not a Sentry map). I would determin winner by ammount of objects accomplished, that makes more sense IMO.
As you said, it makes sense for specific setups. But we had to find a general rule for our officially released maps in the first place of course.
And even maps with a dozen of objectives still would need a value system for each of the objectives. And then you get in trouble with which objective gets a higher value than another. If every objective gets the same value, then mappers would be forced to setup the objectives 'similar'. Means each of them would need to be as 'easy' to accomplish as any other in the same ammount of time. Else you will force a team to accomplish objective A first, and that always, cause you can reach it faster or easier than ie objective B, and so you 'earn' your 'mission points' in an unbalanced way. And again, this would then foster a very similar way of accomplishing the mission objectives which makes it predictable for ie. the defenders, what to secure first aso.
You would end up with endless debates about why this or that objective got this or that value, even if all objectives get the same value cause some are easier to accomplish than others.
So, to avoid any kind of confusion or unfairness we simply decided to only count the whole mission as a success.
First priority within INF EAS is to keep as many reinforcements alive as possible. Second is the amount of time needed to accomplish your mission, be it defender or attacker.
That way you get something that can be compared in a fair way.
@Kitty
the reinforcements within INF EAS are optional due to the fact that there are a lot of 'philosophies' about this stuff out there - as you can see here actually
.
The standard setup within INF EAS was choosen to get something out of it that is fun for the hardcore and the average gamer, with a small amount of reinforcements to allow people to reenter the mission even if they died within the first minutes of gameplay and to foster defenders to actually defend due to a smaller amount of reinforcements available on startup.
In terms of 'realism' the reinforcements are exactly that, reinforcements. Attackers usually have more 'teams' available within this scenario than the defenders to not let them switch roles too easily. But if the attackers take too much time to accomplish their mission goals, then the defenders get a new wave of reinforcements send out by their leading staff or whatever to support the situation.