2-way damage-based XP
Moderators: Forum moderators, developers
- KingJackaL
- Posts: 666
- Joined: Thu Jan 08, 2004 3:47 pm
- Location: ChCh, NZ
- Contact:
2-way damage-based XP
Damage based XP should take off XP when teammates are hit in a similar way to it awarding XP when enemies are hit, as a natural deterant to make people carefull who they shoot.
After all, if all pubbers care about is XP, why not use that to your advantage?
TK-raise's are one issue, but as Rain mentioned on IRC "a slightly larger revive bonus when that's enabled could counter". This would complement a negative-score auto-kick or score-descending auto-kick functionality to help curb griefers. Could be implemented as a feature of damage-based XP, and could be tweaked to be significantly more powerfull @ recognising TK's ( by patterns of XP decline ).
Thoughts?
After all, if all pubbers care about is XP, why not use that to your advantage?
TK-raise's are one issue, but as Rain mentioned on IRC "a slightly larger revive bonus when that's enabled could counter". This would complement a negative-score auto-kick or score-descending auto-kick functionality to help curb griefers. Could be implemented as a feature of damage-based XP, and could be tweaked to be significantly more powerfull @ recognising TK's ( by patterns of XP decline ).
Thoughts?
-
- Posts: 62
- Joined: Sun Feb 15, 2004 3:47 am
- [FuN]mazza
- Posts: 50
- Joined: Sat Sep 06, 2003 1:50 pm
- Radeon9.8kpunk
- Posts: 164
- Joined: Sat Jul 26, 2003 7:04 pm
- Location: Illinois
i really dont like the whole kill/revive thing, becasue too many times have i been tked and thyen the medic dies so im screwed
I think there should be a altfire for needles that costs x amount of needles and takes away whatever remains of your skill bar but will give your ally 25 health and lets them use the medic health regenerate ability for until damaged or max health reached
I think there should be a altfire for needles that costs x amount of needles and takes away whatever remains of your skill bar but will give your ally 25 health and lets them use the medic health regenerate ability for until damaged or max health reached
Bandit is looking for a ET Clan!
I am proficient in combat and medical skills
My accurracy is usually around 35-40%
I usually get at least twice as many kills as deaths
I am proficient in combat and medical skills
My accurracy is usually around 35-40%
I usually get at least twice as many kills as deaths
- [FuN]mazza
- Posts: 50
- Joined: Sat Sep 06, 2003 1:50 pm
errr looks like the experience u have of meds doing the kill/revive is the ones doing it while far away and then attempting to run kamikaze to u getting shot en route
yes it does happen on occasion but very rarely, and aren't u all but dead when these medics attempt a kill/revive or am i being a naive medic here
I do know what u mean here actually, have seen it plenty of times, but their are plenty of meds who are not like this, and in some instances the kill/revive is still the best option(but not when ure far away from the patient), it just seems to me that each idea that comes up would like to make the medic class weaker, yes it is a strong class but when used correctly, their strength is a big asset to the team. I just don't feel that meds should be changed cos of a few Rambo meds when their are plenty of good meds out there, i personally play as kamikaze med and will run thru airstrike after airstrike just to get that revive, i mean it's much better if ure engineer is alive and close to the objective than a lowly med right
I just feel this idea would stop many meds doing the kill/revive thing when it's needed, i know that i would still kill/revive if i seen a team mate down to 5hp and i had no packs left, i am not gonna hang around waiting for my bar to charge so i can feed him pax one at a time as they are available
yes it does happen on occasion but very rarely, and aren't u all but dead when these medics attempt a kill/revive or am i being a naive medic here
I do know what u mean here actually, have seen it plenty of times, but their are plenty of meds who are not like this, and in some instances the kill/revive is still the best option(but not when ure far away from the patient), it just seems to me that each idea that comes up would like to make the medic class weaker, yes it is a strong class but when used correctly, their strength is a big asset to the team. I just don't feel that meds should be changed cos of a few Rambo meds when their are plenty of good meds out there, i personally play as kamikaze med and will run thru airstrike after airstrike just to get that revive, i mean it's much better if ure engineer is alive and close to the objective than a lowly med right
I just feel this idea would stop many meds doing the kill/revive thing when it's needed, i know that i would still kill/revive if i seen a team mate down to 5hp and i had no packs left, i am not gonna hang around waiting for my bar to charge so i can feed him pax one at a time as they are available
BUT medics get no xp for kill/revive. Therefore you shouldn't have even brought up the whole XP issue.shamanix wrote:medics get 4 xp per revive and only 1 xp per pack they give out.. that sounds like they get more xp for revives to me >_>hiro wrote:I'd live to see medics get more xp for revives and less for just handing out packs, might encourage them to do a bit more medicing
Code: Select all
if( !OnSameTeam( self, attacker ) ) {
BotRecordTeamDeath( self->s.number );
self->isProp = qfalse; // were we teamkilled or not?
} else {
self->isProp = qtrue;
}
Code: Select all
if( !traceEnt->isProp ) { // Gordon: flag for if they were teamkilled or not
AddScore(ent, WOLF_MEDIC_BONUS); // JPW NERVE props to the medic for the swift and dexterous bit o healitude
G_AddSkillPoints( ent, SK_FIRST_AID, 4.f );
G_DebugAddSkillPoints( ent, SK_FIRST_AID, 4.f, "reviving a player" );
}
- [FuN]mazza
- Posts: 50
- Joined: Sat Sep 06, 2003 1:50 pm
I agree with the airstrikes but I disagree with the mortars. A good mortarer (?) checks his command map all the time and ceases firing when he sees his teammates conquering the area he's mortaring.bacon wrote:This would only be useful for weapons that you have control over (ie. it wouldn't be good for air strikes, mortars, etc).
Doubtful things however are indeed when noobs run in front of your fire when you try to double-team an opponent. But in general a good idea!
Our servers now run on 64 bit steroids. Point your ET to:
- Forgotten Ground StopWatch Server with occasional wolfrof 1
- Fraggle Rock ETPub Server - Mix up ET/UT & Duke Nukem
- Forgotten Ground StopWatch Server with occasional wolfrof 1
- Fraggle Rock ETPub Server - Mix up ET/UT & Duke Nukem
i think med should get 1 xp for the tk revive and not lose any xp for team dmg i mean if u have a teambleeder on ur team kick him...on the other hand why would u lose xp for a mistake like a dumb teamate running right in front fo u when ur shooting then he taps out and complain (-_-) i mean meds dont like the kill/revive cause 1/2 of the players out there are assholes and they complain when u tk revive them omg....i had someone vote kick me out of a server cuz i was tk/reviving