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03-31-2015, 04:20 PM | #1 |
Beta Tester
Join Date: May 2010
Class/Position: Soldier Gametype: Capture the Flag is there any other Posts Rated Helpful 26 Times
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Fortress Points Rescaling
since I seem to have hijacked Dylstew's thread and there seems to be more discussion on the topic I figure it should be it's own thread. (sorry dylstew )
anyways as i in the previous thread said i was working on a list before i started assgining values so heres what i have so far edit as i go. its a google doc to work on it as well as you will be able to give me your opinions as i go and potential collaboration. (ask premisson and i can add you to the page.) Google Doc since i don't have an official list i am getting ideas/items from TF2s point system and shamelessly stealing them to try and get an idea of what is suppose to be on this. note i have added in triggers im pretty sure don't exist in the game part of my plan. i wanted to try and add losing points on death though the idea is that you won't lose as many points as you can gain from a kill. the idea is that the stats will essentially track them even if they don't largely effect your score. I also would like to mock up a better scoreboard but I don't have art skills. that can come later.
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WiFi's StreamFailure is always an option. It's a happy massacre?! (yes, yes it is!) To make most awesome thing in universe combine Bears and Nicholas Cage! and remember kids, we didn't start the flame-war! Last edited by WiFiDi; 03-31-2015 at 05:16 PM. |
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03-31-2015, 05:57 PM | #2 |
Retired FF Staff
Join Date: Dec 2004
Location: cow college
Posts Rated Helpful 13 Times
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just one comment- I really don't believe it is a good idea to subtract points for dying. Dying itself has it's own inherent punishment and subtracting score would disproportionately affect offensive players. There needn't be any further encouragement to 'not die'.
When you are playing offense it has always been a good sign if you have a LOT of deaths because it means you had streamlined your runs and were putting pressure on the defense that much more often. The nice thing about tfc and FF is that it promotes aggressive and risky play because while dying is punished by taking you out of the action, it is not punished so severely (i.e. no 10 second respawn times) as to make you play very passively and conservatively. If anything players need to be encouraged to be even more aggressive in the game...adding a point penalty for dying would go the wrong direction. |
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03-31-2015, 07:17 PM | #3 | |
Heartless Threadkiller
Beta Tester
Forum Moderator Join Date: Apr 2007
Class/Position: D-Solly / O-Medic Gametype: CTF Affiliations: [AE] AssEaters Posts Rated Helpful 42 Times
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^^^^ That.
Actually, if you can factor in WHERE you died(enemy base, your base, mid-field, with flag, without flag.... etc), you might be able to make a loss of a point have some value, but dying on O, having the flag, and losing points.... that's just a bad idea. I'll take a look at the chart you're proposing, and make known any ideas I might have. I don't need to edit the actual file.
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04-01-2015, 07:53 AM | #4 |
Fortress Forever Staff
Join Date: Mar 2007
Location: europe
Class/Position: anything Gametype: everything Affiliations: #teamfail Posts Rated Helpful 27 Times
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Where's the current list of FP actions/rewards?
I could look myself but I'm quite lazy. Is there an equivalent of the bat-signal for squeek? |
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04-01-2015, 08:05 AM | #5 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
FP rewards are scattering throughout C++ and Lua. Compiling a definitive list would take some effort.
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#FF.Pickup ¤ Fortress-Forever pickups My Non-official Maps Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic Beta FF_Myth - FF_Redlight_Greenlight Sick of the people on the internet, always moanin'. They just moan. - Karl Pilkington |
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04-01-2015, 08:11 AM | #6 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
Actually, never mind, it's pretty simple. Here's search results for AddFortPoints in C++:
Code:
game_shared\ff\ff_weapon_spanner.cpp(144): pPlayer->AddFortPoints( ( iArmorGiven*0.5 ), "#FF_FORTPOINTS_GIVEARMOR"); game_shared\ff\ff_weapon_spanner.cpp(196): pPlayer->AddFortPoints(iHealthGiven*0.1, "#FF_FORTPOINTS_REPAIRTEAMDISPENSER"); game_shared\ff\ff_weapon_spanner.cpp(255): pPlayer->AddFortPoints(100, "#FF_FORTPOINTS_UPGRADETEAMMATESG"); game_shared\ff\ff_weapon_spanner.cpp(295): pPlayer->AddFortPoints(cells*0.3, "#FF_FORTPOINTS_REPAIRTEAMMATESG"); game_shared\ff\ff_gamerules.cpp(1848): pScorer->AddFortPoints( 50, "#FF_FORTPOINTS_KILLDISPENSER" ); game_shared\ff\ff_gamerules.cpp(1856): pScorer->AddFortPoints( 100, "#FF_FORTPOINTS_KILLSG1" ); game_shared\ff\ff_gamerules.cpp(1859): pScorer->AddFortPoints( 150, "#FF_FORTPOINTS_KILLSG2" ); game_shared\ff\ff_gamerules.cpp(1862): pScorer->AddFortPoints( 200, "#FF_FORTPOINTS_KILLSG3" ); game_shared\multiplay_gamerules.cpp(557): pScorer->AddFortPoints( -50, "#FF_FORTPOINTS_TEAMKILL" ); game_shared\multiplay_gamerules.cpp(560): pScorer->AddFortPoints( 100, "#FF_FORTPOINTS_FRAG" ); game_shared\ff\ff_weapon_spanner.cpp(144): pPlayer->AddFortPoints( ( iArmorGiven*0.5 ), "#FF_FORTPOINTS_GIVEARMOR"); game_shared\ff\ff_weapon_spanner.cpp(196): pPlayer->AddFortPoints(iHealthGiven*0.1, "#FF_FORTPOINTS_REPAIRTEAMDISPENSER"); game_shared\ff\ff_weapon_spanner.cpp(255): pPlayer->AddFortPoints(100, "#FF_FORTPOINTS_UPGRADETEAMMATESG"); game_shared\ff\ff_weapon_spanner.cpp(295): pPlayer->AddFortPoints(cells*0.3, "#FF_FORTPOINTS_REPAIRTEAMMATESG"); game_shared\ff\ff_gamerules.cpp(1848): pScorer->AddFortPoints( 50, "#FF_FORTPOINTS_KILLDISPENSER" ); game_shared\ff\ff_gamerules.cpp(1856): pScorer->AddFortPoints( 100, "#FF_FORTPOINTS_KILLSG1" ); game_shared\ff\ff_gamerules.cpp(1859): pScorer->AddFortPoints( 150, "#FF_FORTPOINTS_KILLSG2" ); game_shared\ff\ff_gamerules.cpp(1862): pScorer->AddFortPoints( 200, "#FF_FORTPOINTS_KILLSG3" ); dlls\ff\ff_lualib_player.cpp(67): .def("AddFortPoints", &CFFPlayer::AddFortPoints) dlls\ff\ff_lualib_team.cpp(49): .def("AddFortPoints", &CTeam::AddFortPoints) dlls\ff\ff_detpack.cpp(221): pPlayer->AddFortPoints(100,"#FF_FORTPOINTS_DEFUSEDETPACK"); dlls\ff\ff_dispenser.cpp(541): pSaboteur->AddFortPoints(25, "#FF_FORTPOINTS_SABOTAGEDISPENSER"); dlls\ff\ff_player.cpp(2023): pTagger->AddFortPoints( 50, "#FF_FORTPOINTS_TEAMMATERADIOTAGKILL" ); dlls\ff\ff_player.cpp(4727): pCurer->AddFortPoints( 100, "#FF_FORTPOINTS_CUREINFECTION" ); dlls\ff\ff_player.cpp(5365): pAttacker->AddFortPoints(10,"#FF_FORTPOINTS_RADIOTAG"); dlls\ff\ff_player.cpp(6188): pHealer->AddFortPoints( ( (m_iHealth - iOriginalHP) * 0.5 ), "#FF_FORTPOINTS_GIVEHEALTH"); dlls\ff\ff_player.cpp(7063): AddFortPoints(30, "#FF_FORTPOINTS_UNDISGUISESPY"); dlls\ff\ff_player.cpp(7095): AddFortPoints( 30, "#FF_FORTPOINTS_UNCLOAKSPY" ); dlls\ff\ff_sentrygun.cpp(1848): pSaboteur->AddFortPoints(100, "#FF_FORTPOINTS_SABOTAGESG"); Code:
258 player_attacker:AddFortPoints( FORT_POINTS_PER_DEFEND, "Defending the Point" ) 258 player_attacker:AddFortPoints( FORT_POINTS_PER_DEFEND, "Defending the Point" ) 37: player:AddFortPoints(points * 100, "Destroyed Computer" ) 404: player:AddFortPoints(500, "#FF_FORTPOINTS_CAPTUREPOINT") 270: player_attacker:AddFortPoints( FORT_POINTS_PER_DEFEND, "Defending the Zone" ) 279: player_attacker:AddFortPoints( FORT_POINTS_PER_DEFEND * 2, "Denying Attacker from Scoring" ) 281: player_attacker:AddFortPoints( FORT_POINTS_PER_DEFEND / 2, "Defending the Zone Area" ) 338: player_attacker:AddFortPoints( damage, "Protecting the Zone" ) 347: player_attacker:AddFortPoints( damage, "Protecting the Zone Area" ) 390: player:AddFortPoints( FORT_POINTS_PER_INITIAL_TOUCH, "Initial Point Touch" ) 697: player:AddFortPoints( FORT_POINTS_PER_PERIOD, "Touching the Point" ) 714: player:AddFortPoints( FORT_POINTS_PER_PERIOD, "Touching the Point" ) 381: player_attacker:AddFortPoints((player_victim_touching_cp.point_value[player_attacker:GetTeamId()]) * 50, "#FF_FORTPOINTS_CAPTUREPOINT_ASSIST") 387: player_attacker:AddFortPoints((player_victim_touching_cp.point_value[player_attacker:GetTeamId()]) * 50, "#FF_FORTPOINTS_DEFENDPOINT") 400: player_attacker:AddFortPoints((player_attacker_touching_cp.point_value[player_attacker:GetTeamId()]) * 50, "#FF_FORTPOINTS_DEFENDPOINT") 406: player_attacker:AddFortPoints((player_attacker_touching_cp.point_value[player_attacker:GetTeamId()]) * 50, "#FF_FORTPOINTS_CAPTUREPOINT_ASSIST") 427: player_attacker:AddFortPoints((v.point_value[player_attacker:GetTeamId()]) * 25, "#FF_FORTPOINTS_CAPTUREPOINT_ASSIST") 433: player_attacker:AddFortPoints((v.point_value[player_attacker:GetTeamId()]) * 25, "#FF_FORTPOINTS_DEFENDPOINT_ASSIST") 453: player_attacker:AddFortPoints((v.point_value[player_attacker:GetTeamId()]) * 25, "#FF_FORTPOINTS_DEFENDPOINT_ASSIST") 459: player_attacker:AddFortPoints((v.point_value[player_attacker:GetTeamId()]) * 25, "#FF_FORTPOINTS_CAPTUREPOINT_ASSIST") 681: i:AddFortPoints((cp.point_value[team_number]) * 100, "#FF_FORTPOINTS_CAPTUREPOINT") 685: i:AddFortPoints((cp.point_value[team_number]) * 50, "#FF_FORTPOINTS_DEFENDPOINT") 694: i:AddFortPoints((cp.point_value[team_number]) * 50, "#FF_FORTPOINTS_CAPTUREPOINT_ASSIST") 697: i:AddFortPoints((cp.point_value[team_number]) * 25, "#FF_FORTPOINTS_DEFENDPOINT_ASSIST") 1061: player:AddFortPoints((cp.point_value[player:GetTeamId()]) * 100, "#FF_FORTPOINTS_CAPTUREPOINT") 1340: player:AddFortPoints(points * 100, "#FF_FORTPOINTS_DESTROY_CC" ) 437: player_attacker:AddFortPoints((player_victim_touching_cp.point_value[player_attacker:GetTeamId()]) * 50, "#FF_FORTPOINTS_CAPTUREPOINT_ASSIST") 443: player_attacker:AddFortPoints((player_victim_touching_cp.point_value[player_attacker:GetTeamId()]) * 50, "#FF_FORTPOINTS_DEFENDPOINT") 456: player_attacker:AddFortPoints((player_attacker_touching_cp.point_value[player_attacker:GetTeamId()]) * 50, "#FF_FORTPOINTS_DEFENDPOINT") 462: player_attacker:AddFortPoints((player_attacker_touching_cp.point_value[player_attacker:GetTeamId()]) * 50, "#FF_FORTPOINTS_CAPTUREPOINT_ASSIST") 483: player_attacker:AddFortPoints((v.point_value[player_attacker:GetTeamId()]) * 25, "#FF_FORTPOINTS_CAPTUREPOINT_ASSIST") 489: player_attacker:AddFortPoints((v.point_value[player_attacker:GetTeamId()]) * 25, "#FF_FORTPOINTS_DEFENDPOINT_ASSIST") 509: player_attacker:AddFortPoints((v.point_value[player_attacker:GetTeamId()]) * 25, "#FF_FORTPOINTS_DEFENDPOINT_ASSIST") 515: player_attacker:AddFortPoints((v.point_value[player_attacker:GetTeamId()]) * 25, "#FF_FORTPOINTS_CAPTUREPOINT_ASSIST") 790: i:AddFortPoints((cp.point_value[team_number]) * 100, "#FF_FORTPOINTS_CAPTUREPOINT") 794: i:AddFortPoints((cp.point_value[team_number]) * 50, "#FF_FORTPOINTS_DEFENDPOINT") 803: i:AddFortPoints((cp.point_value[team_number]) * 50, "#FF_FORTPOINTS_CAPTUREPOINT_ASSIST") 806: i:AddFortPoints((cp.point_value[team_number]) * 25, "#FF_FORTPOINTS_DEFENDPOINT_ASSIST") 1172: player:AddFortPoints((cp.point_value[player:GetTeamId()]) * 100, "#FF_FORTPOINTS_CAPTUREPOINT") 1451: player:AddFortPoints(points * 100, "#FF_FORTPOINTS_DESTROY_CC" ) 243: attacker:AddFortPoints( POINTS_PER_GOALIE_ATTACK, "#FF_FORTPOINTS_GOALIE_ATTACK" ) 337: if self.status == 0 then player:AddFortPoints(POINTS_PER_INITIALTOUCH, "#FF_FORTPOINTS_INITIALTOUCH") end 357: player:AddFortPoints( POINTS_PER_GOALIE_RETURN, "#FF_FORTPOINTS_GOALIE_RETURN" ) 562: player:AddFortPoints( POINTS_PER_CAPTURE * 100, "#FF_FORTPOINTS_GOAL" ) 570: player:AddFortPoints( -POINTS_PER_CAPTURE * 100, "#FF_FORTPOINTS_OWN_GOAL" ) 221: attacker:AddFortPoints( POINTS_PER_HUNTED_ATTACK * 10, "Hunted Attack" ) 397: player:AddFortPoints( POINTS_PER_HUNTED_ESCAPE_FOR_HUNTED * 10, "Hunted Escape" ) 93: player:AddFortPoints(FORTPOINTS_PER_CAPTURE, "#FF_FORTPOINTS_CAPTUREFLAG") 93: player:AddFortPoints(FORTPOINTS_PER_CAPTURE, "#FF_FORTPOINTS_CAPTUREFLAG") 258: player_attacker:AddFortPoints( FORT_POINTS_PER_DEFEND, "Defending the Point" ) 325: player_attacker:AddFortPoints( damage, "Protecting the Point" ) 629: player:AddFortPoints( FORT_POINTS_PER_INITIAL_TOUCH, "Initial Point Touch" ) 704: player:AddFortPoints( FORT_POINTS_PER_PERIOD, "Touching the Point" ) 301: player:AddFortPoints(FORTPOINTS_PER_CAPTURE, "#FF_FORTPOINTS_GOAL") 431: player:AddFortPoints(fortpoints, "#FF_FORTPOINTS_CAPTUREFLAG") 589: if self.status == 0 then player:AddFortPoints(FORTPOINTS_PER_INITIALTOUCH, "#FF_FORTPOINTS_INITIALTOUCH") end 386: player:AddFortPoints(1, "Test") 258: player_attacker:AddFortPoints( FORT_POINTS_PER_DEFEND, "Defending the Point" ) 325: player_attacker:AddFortPoints( damage, "Protecting the Point" ) 629: player:AddFortPoints( FORT_POINTS_PER_INITIAL_TOUCH, "Initial Point Touch" ) 704: player:AddFortPoints( FORT_POINTS_PER_PERIOD, "Touching the Point" )
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#FF.Pickup ¤ Fortress-Forever pickups My Non-official Maps Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic Beta FF_Myth - FF_Redlight_Greenlight Sick of the people on the internet, always moanin'. They just moan. - Karl Pilkington |
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