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Posted (edited)

I think it would be neat if at the end of every fg, the players of the winning team cast 1 vote each (maybe ?vote name) on who they thought deserved a 5% bonus.

 

 

also,

 

4:31CST

1d10t> could have ppl donate into a jackpot for said mvp, that way its just not free money given out..you'd actually have to care about your vote

 

^or even, by casting a vote you agree to donate 1% of your own prize.

Edited by adi
Posted

don't poo on my ideas so casually :(

 

 

anyway how is this abusive? only the players on the winning freq vote. If someone has multiple accounts on a winning freq, then this additional bonus prize isn't the root problem.

I think for 5k any other abuse takes too much effort. Coordinating on a chat to take turns all voting for one person? Too much effort. Also, 5% doesn't leave a lot of money for bribe votes.

 

 

additionally, due to the large number of newbies on most pub flagging freqs, I don't think there are really very man strong allegiances/friendships, and that often the most popular player for the moment may also be who the players feel was most valuable.

Posted

The point is people dont have to and often times probably wont vote for whoever is actually the most valuable. Whether it's to spite them or because they would rather see one of their friends win it or what not. Besides, I think the jackpot award alone is kinda good in itself.

 

I would like to see players who dont do anything, to get LESS jackpot reward on winning teams :)

Posted (edited)

I think we need a module that does the follow (in either python or c, if need-be I can do one in python.

 

  1. Show MVP (Money/Exp given)
  2. Show most goals (Money/Exp given)
  3. Show longest flag carrier (Money/Exp given)
  4. Show best lanc (Money/Exp given)
  5. Show most flags recovered (Money/Exp given)
  6. Show most deaths (this person just sucks and makes everyone else feel better) (No changes)

 

Edit: Best lanc would be determined by kill:death ratio since other factors might be too complex (how many people attach and such, although i'm sure there is a way to add a counter to ?attach), and a good dep stays alive anyway.

 

More to come. Like I said, I could do this in python (need to brush up on my asss python coding anyway), but I know brain usually uses C modules. Not exactly sure how I will handle giving money to each, but we can cross that bridge later. Collecting the data to use is more important.

Edited by BDwinsAlt
Posted

Edit: Best lanc would be determined by kill:death ratio since other factors might be too complex (how many people attach and such, although i'm sure there is a way to add a counter to ?attach), and a good dep stays alive anyway.

 

Why do a "best lanc" at all if you're going to use kill:death ratio for it. Best Lanc in my opinion would be very complex to do properly, so it's better to just leave that alone.

Posted (edited)

Since mvp is too hard to quantify I think it is best if the players decide for themselves. Additionally, if as per 1d10t's suggestion the voters agree to pay for their vote with some of their own winnings then I think that will detract from any potential abuse.

 

Overall I think this is a "pat on the back" prize.

Edited by adi
Posted

I think it would probably be better to give bonuses to "most kills", if possible, the lanc who is attached to the most should also get a bonus. Seeing as how that is very quantifiable and it does benefit your team clearly.

 

Then it would be whoever in the two flag freqs, not the arena itself. That way, even on losing team, you can get the 5% or whatever, and that percent would be based off of the winning jackpot, not the losing if you are on losing.

 

Ratio wouldnt be a good one, seeing as how there are plenty of players who care more about their ratio, than helping the team.

Posted
Would be cool, fortunately we have a stats module (you've seen it in flagtime I think), but would need a module to actually count up stats. The problem is spamming out (flag games that take forever have lots of players--the stats module would need tweaking to handle this) and also that it's hard to measure tangible benefit in a game where you are the most helpful by placing bricks, firing repels, etc. Maybe when things like that go away...
Posted

Maybe instead of having "every" player get spammed their stats, top 5 from each team in terms of pnts or money earned or even most kills, that kind of thing. Then in a lower stat box, have stats with "most" of a certain thing. That way it limits the spam along with showing most important stats.

 

THen if a player was left off have ?gamestats for something so that can see how they did in comparison.

Posted (edited)

I made a module for halo in python (don't scream ceiu) that did all that. It's not hard to do. Just every round record # of kills and deaths and things. Then at the end of the fg, just see who has the most blum.gif. That's super easy. I would like to see that in HS as well. It would take 30 minutes to make at the most.

 

Just need a LOAD, UNLOAD, REGISTER KILLS, ADD some COMMANDS. Simple. I know ceiu wants C modules, but let python have it's glory for some simple modules.

 

TIP: Someone with at least a middle school education post the format things to to be in.

 

Example:

 

Most Kills:

Most Deaths:

Best flag time:

 

ect ect, outline what it should look like. Include how it would all be formatted.

Edited by BDwinsAlt
Posted (edited)
fortunately we have a stats module (you've seen it in flagtime I think), but would need a module to actually count uprecord stats.
:D

 

And it's better than yours, because it's not hardcoded to use any particular stat types or tables. Try making something like that.

Edited by Kilo
Posted
fortunately we have a stats module (you've seen it in flagtime I think), but would need a module to actually count uprecord stats.
:D

 

And it's better than yours, because it's not hardcoded to use any particular stat types or tables. Try making something like that.

Your post was not up there when I submitted mine, it was 3 minutes off... so I didn't even read your post.

Posted (edited)

I started on this module already. The screenshots are located here: http://braddavis.info/continuum/statrec1.png

http://braddavis.info/continuum/statrec2.png

 

There are two different screenshots. Anyway, I'm going to add the other features in my spare time. Let me know if you all reach a decision on the MVP issue. Someone start a poll or something. Outline exactly how you think the End Of Game Stats should look like. Kilo explained to me in game how he wants it (granted I was intoxicated and forgot what all we realy said), so someone write it on here where I can look at it anytime.

 

Suggestions: Don't put stuff like "Biggest Newb", how can I calculate newbieness. I've already got most deaths. The only other option would be the worst kill:death ratio. Damn I told you not to suggest it and I suggest it with a way to do it. (Puts drink down)

 

Just gimmie something plausible to do pc.gif

Edited by BDwinsAlt
Posted (edited)

Most attaches

Most deaths (doesnt have to do anything just a nice tidbit to know)

Longest Playtime

Most flag points (or money gained through flags)

Most kill points (or money gained through killing)

Most TKs (this could mean a -5% blum.gif )

Most flags dropped

Most flags touched

Most flags neutralized

Most ship changes

 

As for MVP... I would assume the player with the most points throughout the game or the player with the most money earned throughout the game would be considered the MVP while at the same time that player would more than likely be beneficial compared to a player who simply got a lot of flag dings. This player must kill and get the flag dings.

 

A bountyer would not likely get this reward, a lanc can possibly, but not likely, and rushers who die constantly would not get the flag points too often.

Edited by Unix
Posted

I think the only way to get you to understand the power of what we have is to do it myself, I think... oh well.

Isn't that why you're staff or do they just give out sysop for no reason these days. crazy.gif

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