You made me proud Jp
Or just Points/Timeplayed cuz the points are already programmed considering the important aspects of the game
([Captures*2] + [Flagkills*2] + frags) / timeplayed Excluding players with less than 40 capturesOr just Points/Timeplayed cuz the points are already programmed considering the important aspects of the gameThis is the list: (points/timeplayed)Wirus.Win9x.DòóM (PL)JP (NL)notthc (HU)stefanie (FR)moi (FR)zath (FR)Sup (BR){V][M}Quadro (BE)duke (PL)Kuha (FI)MrHuhuhu (UK)Mjolnir (US)Paul (RU)HYDRO (IR)BaZzY (NL)ThunderCrash (RS)Antonius (AT)El_Gato (AR)tigger (UK)Little_Johnny (IN)ParadoX (BG)Rounin_Napoli (IT)NONAME_StreetRatmemo (ES)RonnieColeman (PT)David (AT)Kyhado (US)ScHiSmFeAr (US)KillaKilla (DE)-=BL@=- (PT)ELECTRO (UK)Mr.Magoo (CL)MILEYCYRUS{.}{.} (SE)gerbil (RO)Flenser (US)BarnBurner (IL)corsica_nazione (FR)Mike (SE)HELL_FIRE_BACK (FR)imonfire (UK)DM4E/DRG (RU)WïÜè (RO)James.T.Kirk (AT)cronix (HR)wito (PL)SaintHappening (US)
From the lack of comments on my propositions, I get that no one is interested in the ideas I sketched. Still, not taking into account flag returns seems really strange. You know you can't score if your flag isn't on its post, gents.
You learn UnrealScript mainly by reading other people's code. Removing code without an important reason (download size reduction and lack of helpfulness are not important in that sense) is extremely antisocial IMHO.
For averages calculation and variations at the end of the match, the accumulated total for every category by a player could be weighted against the value achieved by other players, to avoid the noise of the variation of the game-play rhythm that is due to the nature more or less spammy and speedy of the maps.
The value of a kill, or a damage, can be broken into various parameters. - how close you are from your target. the further, bigger the value => Aim factor - the quality of the target you off or damage. The better player, the more value has the kill or the damage => Target dangerosity factor. - how close the target is from his flag post, his dropped flag, your dropped flag, your flag on its post. The closer, the higher the value of the the damage => Implication factor. (1) - Is the target shooting your FC? Or killing your best player? In essence, what is the value of the targets YOUR target is shooting (or aiming, as trying to shoot at)=> Support factor.[edit] Since writing this, I've thought of one more general factor : the distance from spawn. see below.[...]NOTE. I wrote distance as distance of the path. I wrote "spawn" as a place, but i should have used, if all agree to the idea, the pole of inaccessibility of the polygon designed by the team spawn points and the team flag post. If there's only one spawn point, then the point to be used is the middle of the segment of an imaginary line that would connect spawn point to flag post. by the shortest path (a straight line). See previous post for the pole of inaccessibility if you're not understanding what it is. I wasn't explicit for sentence simplicity's sake.
It's a tricky one. You're thinking in terms of flags all the time - however if you watch me in Bloodbath, my aim is to prevent players getting anywhere near the flag. I'm shooting the hordes of players attacking and trying to prevent them even getting there.How are you going to measure the value of me killing 100 players before they reach the flag, compared to the sniper being nothing more than a nuisance shooting 100 people milling around the spawn points?How are you going to measure the value of Moi shooting me and preventing me from defending?
Winning the game: +6 Every additional objective the team completed compared to the opposing team: +2The resulting points will then be multiplied by the losing team's win chance.As such, teams that are rated significantly higher than the opposing team won't earn many points from winning against lower rated teams, but will lose more points than usual when they lose against the lower rated team.also New players will not be ranked immediately. They stay unranked for their first 10 games.
Games will be played in 3vs3 and 4vs4 teams which makes the whole thing a lot more competitive than most public servers [...] The games will optimally not have any mid-game leavers or trolls. Everyone is supposed to play their best game
The rating points awarded to players are calculated as follows:Points=6+2×(WinnerObjectiveCount−LoserObjectiveCount)