Assist Kills
Entropi
Join Date: 2006-11-16 Member: 58626Members
<div class="IPBDescription">My simple suggestion for NS2.</div>Hello Unknownworlds.
I know you are very busy getting NS2 done, so my suggestion is a simple one.
The NS1 score list is, in my opinion, missing a column showing the number of enemies, you have helped kill. This will "reward" players for attacking in groups, even if they do not get the frag. It would also give a wider perspective of the players performance and would not take many lines of code to make for NS2.
I am looking forward to response from you and the community.
I know you are very busy getting NS2 done, so my suggestion is a simple one.
The NS1 score list is, in my opinion, missing a column showing the number of enemies, you have helped kill. This will "reward" players for attacking in groups, even if they do not get the frag. It would also give a wider perspective of the players performance and would not take many lines of code to make for NS2.
I am looking forward to response from you and the community.
Comments
The first thing that comes to mind is the TF2 killbox.
I approve of this feature!
infact a whole new point system needs to be developed which only lists a score - not deaths or kills - and is based to encourage team work
things such as:
-players in a certain radius get "score" * player number
-player that does most damage(not kill) to an enemy gets 100 points - all other players in said radius get 50% of that score each
-building structures and killing enemies has the same weight (so that support players can get as high a score as fighting players)
-the harder the enemy or structure is to kill/destroy the more points you get / are given to all nearby players
-deaths take away points (but only small amounts as not to discourage agressive players too much)
But I kinda liked how there was only a team kill count to discourage peeps from just trying to score as many kills as they can with no regard for team work.
With more well rounded stats though it would balance out the scoreboard overall.
Maybe there could be rewards based on different aspects of game play ? Nothing substantial, just highlighting players who excel at different things and not just killing.
We dont want another call of duty 4 halo style.
We dont want another call of duty 4 halo style.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, except nothing of what you suggested has anything to do with the original suggestion.
We dont want another call of duty 4 halo style.<!--QuoteEnd--></div><!--QuoteEEnd-->
You are missing the point.
This is not about arcade gameplay or stat-whoring, it's about encouraging teamplay.
I don't think it should be a strict area effect though, like schkorpio suggested (isn't that how leveling works in combat?).
I'd prefer a damage based point distribution, maybe with a small bonus for the killer.
E.g. if I unload a whole HMG magazine into an onos but the onos then gets shot by a teammate I'd get more points.
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->And also, HI BB. <3 ;)<!--sizec--></span><!--/sizec-->
You might see less score ######s, more teamwork, and more people playing the entire game out.
But as far as kill assists go....
For Aliens, sometimes you bite a guy 3 times, and spore finishes him off, you get 0 resources. Both of you contributed, but only one person gets the reward.
Although a Killing blow counts more than weakening, you shouldn't be penalized for 'just helping.'
As far as marines go, if there is a personal resource system, something like how Combat rewards people in range and on assists would work. And also kill assist notifications are nice too.
I am in favor of totaly removing the Status Messages and limiting the Scoreboard to your own Team and their loadout, maybe a little screenshot of what they see - anyway, remove K:D, it promotes competive behavious to score more kills.
Marine scoreboard: name (HP) | weapon (ammo in magazine/magazines left) | armortype (AP) | welder (lit if yes, grey if no) | personal resources (??)
Alien scoreboard: name (HP) | class (AP) | evolved defense- / movement- / sensorychamber trait | personal res
After round awards sound wonderfull: "Golden wrench" for most buildings constructed or "Welder monkey" for most points repaired.
but during the round keep the competition between the teams, not their players.
i like the scoreboard icons you can use in taht game, some servers have it set up so that the highest scoring player of the week/day gets a certain icon before their name.
Can we have something like this for after-game rewards?
Most weldaring this week
Most kills this week
Most successfull commands this week
Most knife kills this week
mostly i like this because then when you see someone with the *best comm of the week* icon, you know you're not screwed when they jump into the chair.
the comm could also give out equipment and upgrades to the *best of the week* icons first.
Kind of like a rank structure in the idea that you dont have to guess whether a certain person is a noob or a veteran.
Hey! how about that?!?! Let's get a server side rank structure in place! the better you do the higher your rank will go! i forget what game they did this in. i'd rather not see it give people special weps and armor from the start but rather just for simple asthetic value. maybe it can display the rank in front of your name after the icons.
ps if anyone likes the rank idea make a new thread about it (unless there already is ont) i'm too lazy to do it myself :P
Kind of like a rank structure in the idea that you dont have to guess whether a certain person is a noob or a veteran.<!--QuoteEnd--></div><!--QuoteEEnd-->
This may be the reason why you will buy your equip yourself in NS2...
You might see less score ######s, more teamwork, and more people playing the entire game out.
But as far as kill assists go....
For Aliens, sometimes you bite a guy 3 times, and spore finishes him off, you get 0 resources. Both of you contributed, but only one person gets the reward.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think a game like NS still needs the kill notifications. They give the players vital information about the flow of the game. For example you can see when the lifeforms die, you can tell how stressed the spawn queues are and at least in NS1 you can keep an eye on things like RFK spread and such.
As for the RFK (Res for kill), I'm not sure how it should go. It has got it's own problems, but then again it also creates a lot of interesting gameplay by mixing up the timings (otherwise the commander could for example pinpoint the exact moment when the aliens can afford a hive or a fade) and also rewards organised play in an interesting way. For example a well organized team can direct frags and RFK to skulks and thus get better off of it rather than filling up fades to 100 res. So, it has definitely got some interesting elements I'd like to see in NS2.
However the suggestion about removing the notices altogether until the end of the round sounds very immersible. Would be interesting to see how it affects gameplay when you don't know for sure that you killed an enemy just because you saw it in the HUD.
anyways 1st post (lerking for a while now), played NS way back in 2003-4 when i was at uni.. Just preordered SE, cant wait..
I was going to make the same point. However with the slight difference that shared kills may yield a bit more res to the team. Like 12 for the kill and 10 for assist given your fade example. I think CO experience point work like that to promote team work. When Shared kill the killer get less but overall the team gets more. Also welcome to the forums
RFK affects way more than your team spirit.
If you also don't split up the RFK the same problem happens, rewarded only for the kill not for the support.
In some cases the support helps the kill more than the actually kill.
If you also don't split up the RFK the same problem happens, rewarded only for the kill not for the support.
In some cases the support helps the kill more than the actually kill.<!--QuoteEnd--></div><!--QuoteEEnd-->
As mentioned, good teamwork allows aliens to actually gather the RFK to certain players. Boosting the overall RFK on the other hand mean just that there will be more of everything, which isn't good. The way you described it, you're removing a teamplay element, no matter how good the intetion is.
Various res peaks also diversify the game. The more RFK gets shared, the more similar the alien tech progress will be in every game. For example the fades and hives would have very similar timings as the players reach 50 with smaller time margins. Right now there are sometimes relatively big differences, which creates variation to the gameplay.
RFK affects way more than your team spirit.<!--QuoteEnd--></div><!--QuoteEEnd-->
This is true, but it might be desirable. Balancing the average timing weapons can appear is not a bad idea as a variable all things considered. The res for a single kill doesn't necessarily have to equal res for kill + assist.
How about a complementary idea that your accuracy is better, and reload faster, when you are near a teammate. Sort of like psychologically enhanced accuracy, i.e. peer pressure lol.
You mean those players who save for fade almost every game, even if nobody bothers building RT's/chambers and biting enemy rt's, notice it and yet curse at everybody for res whoring? I'm usually not really happy with the way points are tuned currently, because 5 res = 1 point while building (not counting gestating), yet 50 res>10 points when fading. And while I don't care about my K:D ratio, I care when my teammates would rather lead the team score than win.
And while I'm not the most skilled player around, I've got quite an experience with the game. Yet I'm constantly behind assigned lorks/fades as soon as they appear.