openfng - rethink the scoring system
Right now the last tee who hooked/hammered a sacrificed player (let's call him B, the player who lasered him is A and the player who moved him is C) receives the score for sacrificing. If no one hammered or hooked B, player A gets the points.
Under certain circumstances this may be unfair or even lead to abuse as in issue #51. Another example is when C pushes B (just by walking towards him) over the ground into a shrine. In the current scoring system A gets the points and C gets nothing.
The goal is to find a fair, yet simple system to give every player the score he deserves.
1 point for shooting (cause shooting is good) 2 or 3 points for shooter when frozen tee is sacrificed (encourages throwing own tees in shrine) 1 point for last hooker, grenade, hammer (encourages just throwing in shrine)
just a basic outline that I think might work
and melting could be 1 point (dunno if that should be there)
that sounds pretty nice
I have a lot of ideas from hours of gameplay and mapmaking, I like Chan's basic ideas as well, here's my ideas.
First I have two feature requests for extra entities: #1 Bonus Shrine Tile (a shrine tile that can be used by both teams but gives extra points like the colored ones) The reason for this is to be able to make special or difficult shrines that have a reward, adding to gameplay, because I noticed players will tend to just always use one shrine. For example I have a sun god map and would like extra points for sacrificing to the sun god. #2 Save Tee entities: If a frozen teammate enters one of these tiles and you get him out by hammer or hook, then you get points for a "save." This is (in my opinion) a really cool aspect of fng, that is saving your own teammates from certain doom, and it takes a lot of skill and makes you feel really pro xP. These would be mainly placed inside of pits for example (you have to literally pull a tee back out). [to prevent abuse make it only one bonus per tee per frozen time]
Also a request for another scoring: #1 Spiking one's frozen teammates in shrines. Another big aspect that requires skill but currently gets no reward. A last minute save by hooking one's frozen tee hurtling to doom is awesome, or clearing your teammates before enemies arrive. I suggest a reward of points for shrining your own frozen teammates. #2 Stealing discouragement! Everyone and i mean everyone hates getting their kills stolen. So simply give a little less points to the stealer, and also give the original shooter credit.
An idea for my revised scoring (yes it complicated, but the idea of complications was already added, why not go all the way, I dont like 0.5's 1 point 1 shot system much)
personal/team score 1/2 Points for shooting a tee (add one team point because this is war! and shooting sometimes far from shrines, or sometimes into more enemies, doesn't get shrined, but should still get rewarded) 2/1 points for spiking a frozen teammate 3/1 points for melting a tee (not enough people want to do this, so plus 1 point, and nobody does teamwork it seems, one more point so people dont throw in when they could melt) 4/2 point for saving a tee *4/8 point for spiking enemy *6/12 point for colored spike *6/12 point for bonus spike
- If another player spikes tee you shot, you split the points half and half, so 2/2 or 3/3
Also I have one more request, lol. I have an option on my server to use the 0.5.2 system, this makes colored shrines into normal shrines anyone can use. Could there please be an option to turn off the "Wrong shrine" text? (maybe there is i dunno?)