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View Full Version : Multipalyer point system


pupo162
02-15-2012, 07:20 PM
So, yeah, i have a dream. And a suggestion for discussion.

we all know by now multilayer scoring system has serius problems. the only good addition is shared kills, and thats about it. there is no score for destroying "stuff" on the ground, boats or whatsoever. Nor the, although simplistic and unfair, 100 points per engine, il2 system.

well, the bet point system so fair i've ever seen today was USL's one. ill discribe it too you:

by default every plane and object as their assigned plane value:
100 - points for a fighter
200 - for bi-engine
20 - car
50 - tank
70 - heavy tank

etc.


Now, according to the mission maker, and take notice, this is optional, if you dont want to use it you can simply leave it on default, you may resign "stuff" value.

examples:

a mission were the objective is destroy tanks!

-tanks get an edited value, far superior to their original, lets say 100 per tank. this is the objective, it should encitivate people to destroy them.

-fighters for defense get a point reduction, 50 per plane.

-offensive bombers get a point increase, or perhaps they stay the same as reference value - 200 points.

escort fighters - 100 points.

everithng else who si unninportant to the mission gets 0 points. parked planes, AAA emplacements in airfields etc


other example:
objective: fighter sweep, attacking coastal airdormes in england

Defensive fighters: 100 points
parked planes: 100 points
defense AAA: 20 points

offensive planes: 100 points
oiffensive bombers:200 points

SO, just in here, we have a good incentive for people to follow their mission. They wont go attack an non designated objective cuz they wont get any points from it. This could be used in both dogfight servers to keep people playing the objective and most importantly in closed matches / campaigns.

other good implementation of this point system is giving better planes more value.

so lets say

for BOB we could have something like:
hurricane: 70 points
spitfire mk1 : 100 (reference value)
spitfire mk2: 120 points

or if we ever get an expansion in a 1940 map
109E: 100 points
g50: 70 points

and then in a 1942 map

109E : 70 points
109F: 100 points

so that better planes are better valued. Remember all this is defined by mission maker according to what he is creating. this complexity is unnecessary for air quake servers.


other things that have been done before are:

bonus points: opposite to giving points to an attacker for an objective destroyd, giving poitns for defenders if its not destroyed. so lets say a map " defend the factory!"

a fabric is worth 100 points with 500 bonus.

if the attackers destroy it they get 100 points, if not defenders get 500.

or even, giving bonus points to AI bombers, if they return alive, your team gets bonus points. this all as been done before and can be done again!



I also thought of an "combat zone area", or an "safe area". lets define a safe area of 10 km around a non objective base.

If you were attacked inside that area, your opponent wouldn't be given its points for shooting you down. this could end vulching on public servers.

i just feel there is so many things that can be done with the pointing system that i would hate to have the simplistic 1946 system, even tough its ages ahead of the COD system.

cheers

pupo162
02-15-2012, 07:44 PM
sent into the mount doom of this forum, where noone will ever see it.

good bye my post. i liked you. :(

bw_wolverine
02-15-2012, 08:19 PM
An interesting idea. It reminds me of playing 'The Ship', an obscure game where you had to murder other passengers on a boat without being discovered doing it. There were 'incentives' to use certain weapons that changed over time.

It's an interesting idea that should certainly be possible with the game. It might help to keep objective based servers 'on topic' as it were.

sent into the mount doom of this forum, where noone will ever see it.

good bye my post. i liked you. :(

This, this I like not so much. Saying stuff like this suggests you're interested less in your concept than in a popularity contest. A number of people seem to get all pouty when their posts are moved to the appropriate sub forum.

I saw this post just fine.

pupo162
02-15-2012, 08:22 PM
An interesting idea. It reminds me of playing 'The Ship', an obscure game where you had to murder other passengers on a boat without being discovered doing it. There were 'incentives' to use certain weapons that changed over time.

It's an interesting idea that should certainly be possible with the game. It might help to keep objective based servers 'on topic' as it were.



This, this I like not so much. Saying stuff like this suggests you're interested less in your concept than in a popularity contest. A number of people seem to get all pouty when their posts are moved to the appropriate sub forum.

I saw this post just fine.

yes, i want my post to get attention. i want people to see it, aprretiate or criticize the idea. noone comes to this subforum, it has 3 post the last 2 days...

this foruns has way too many subforuns. noone checks more than 1 or 2....

SEE
02-15-2012, 09:27 PM
Some very good ideas and helps to give emphasis to server mission objectives.

Osprey
02-16-2012, 05:00 PM
I don't want to brag but I'm going to. The concept of the points system for the USL was created by myself and a couple of other USL organisers, the points applied by me and implemented technically by some fine chaps, [MOG]Pappy and CRO_Ante.

The idea behind it was all about encouraging realistic behaviour from a pilot. The stock IL2 system meant that 100% of the points were only collected upon landing so in matches the defenders would allow the attackers to destroy the target and then all go for the guy 'carrying' the points. This is completely unrealistic so the USL did away with 'carrying' points and any points scored, were scored. Anything destroyed could score too, so if you made someone spin in then they would hand points to your team under 'anonymous', or if you shot someone and then were shot down before they were.
Aircraft were peered against each other for relative value so if you had a 'better' plane you would carry more points risk. I think the 1940 types were generally about 70 points and the uber 109K4 / La7 / 190D9 / Spit 25 were in the 150 mark. In hindsight this should've been extended further. This comparison was across all objects according to it's in game power, for instance a Tiger tank was worth 150 points but a Panzer II only 35 or so, and flak37 80pts, yet 20mm 40pts - this reflected difficulty to destroy and the danger in doing so.
The final part was about points recovery which really affected behaviour to the pilot who understood the system. By getting home you recovered points from the enemy thus giving pilot life importance. Ditching your side of the lines was a little less, enemy side even less - as long as you lived!

So you can see that a if you simply behaved like a real pilot would at the time then the points reward was significant. There where also bonus team points for items NOT destroyed - ie the defenders were handed points for a job of protection - using these features meant that a mission designer could create missions where only a single side had a target thus concetrating the fight, which is pretty much like WW2 battles were.