A lot of people are saying we should have points for kills, and alot say we shouldn't.
Why not just have each kill equal maybe .25 score or 1/8 of score?
With adjustments to tank and plane kills.
Other things such as capping flags, and medic stuff could be worth more.
I did a search with words "kills worth less", nothing like this came up.
Snipes With Artillery
22nd March 2005
That would be interesting, but why not have kills be 1 point, and everything else be 4 or 5?
I know kills aren't everything, but I don't see the point in making the killing of enemies "secondary". Who's better : a guy in a jeep capping back flags (that are recaptured seconds after) for the entire round, or a guy in a tank killing 100 people, virtually alone agaisnt all odds, defending key positions and litteraly maintaining the "frontline" from collapsing alone, and thus hopefully keeping his team on the winning side?
Theres a difference between basecamping and defending, covering or simply "hunting" enemies. I condemn basecamping with the only intent of getting a 1337 score, but the current trend of viewing someone who focuses on killing the enemy useless is completely ridiculous. This is war, and the guys that do the dirty work (killing stuff) are more important than those who repair and cap flags. You can't cap a flag if theres 10 infantry hiding there, and you can't kill with a wrench. Again, it is a question of balance of all things (you need a bit of everything to have a good team), but the trend right now seems to be that support roles are more important than fighting. Commendable since the intent is to make teamplay more important, but flawed nevertheless since killing someone IS teamplay. No thanks, I don't want to end up last in the scoreboard because I only killed half of my team's victims and only had a score of 14-50-6.
Still, fact is that its impossible to have a "just" score system. Some kills should be worth 20 points, some should be worth a big fat 0. This is the same with flag capping, capturing a key flag can be a great accomplishement, but jumping into flag cap radius after your team killed everyone only to get 2 points is unfair, especially since you should cover capping infantry or tanks instead of jumping in grenade splash radius range.
The game cannot and will never see who deserves points and who doesn't. To be honest the current score system is decent enough, and implementing score for healing and repairing would be nice too.
If there were a way to do it without raping and spawn camping, I'd actually like it if the whole point of the game was to destroy the enemy's forces instead of some random flag weenieness. :-)
I can't for the life of me understand why some people think that all killing would stop if people didn't get a ton of points for it. I just can't.
There's nothing wrong with killing.
Well, okay, hangon, that sounded wrong. There's nothing wrong with killing in a game, or if it's adults doing it under proper supervision. Or something...wait...whatever, YOU KNOW WHAT I MEAN YOU FRICKING LILLEHAMMER. Back under your lutefisk. Shoo shoo.
I can definitely see spawnrape and other whoring decrease if you take away the motivation to do so. It will not go away, ever, but it will decrease. Why do I say that? Because every game I have ever played which tried to implement more fidgety advanced scoring mechanisms to track this and that after people complained that teamwork wasn't being rewarded (wait, aren't teamwork and winning their own virtue?) resulted in score-whoring for that particular new attribute. It follows that removing this motivation would reduce it, QED.
But then I ask, what is the point in having a score system? Is it made to encourage people to damage friendly tanks tin order to repair them and thus whore points, or is it to calculate in a very limited, yet representative way who had the best round?
I also don't like the definition of teamplay that I see in this forum. 3 tank "campers" that watch each other's flank and ensure their lines of fire cover a large front can effectively create a very mighty defensive threat. This is a form of teamwork, these 3 guys might not cap a flag for the entire round (and they shouldn't try to, with tanks), yet they might be their team's biggest asset. It IS possible to do teamplay without calling for artillery or wielding a wrench in front of a damaged tank. 4 guys on foot, advancing together will make ample teamplay, even the lone Tiger rambo will make some teamplay if he kills enemy tanks (were would these tanks go, if they were not killed?).
Changing the way score is handled won't prevent base/flag camping, camping mostly happens when there is nothing better left to do in a map.
All I can go on is 14 years of observational evidence playing various computer games. Scores lead to whoring. Scoring and points are not the only reason for whoring, but they are a significant factor.
And yes, I agree entirely with your tank example.
aka Killed in First Minute
21st October 2005
Here's a thought: What if players weren't worth any points for say, 30 seconds after they spawn? Spawn raping itself would then be worthless, point wise.
I'd suggest adapting a system similar to PRMM's. It's not quite clear to me how it works, but you gain score for not only for your own, but your squad's and team's actions. You get most score for capturing flags, killing vehicles and working for good of your teammates - killing enemies gives two points or something. Losing a vehicle gives you minus score, depending on the importance of the vehicle.