This is purely for statistics, but here's my idea
New Control Stats System:
Points are awarded for items players pickup, thus more weapons taken accrue to
your control of the map as with armor, and health, and other items like
powerups. True control is based on total points available from map items, and
your percent of that total for the team.
Weapon control point breakdown -
Shotgun 0 points (duh)
Double Shotgun 2 points
Nailgun 4 points
Supernailgun 8 points
Grenade Launcher 16 points
Lightning Gun 32 points
Rocket Launcher 64 points
Armor control point break down
Green Armor 2 points
Yellow Armor 4 points
Red Armor 8 points
Powerup Control point Breakdown
Megahealth 2 points
Invisiblilty 4 points
Pent 8 points
Quad 16 points
Ammo Control Point Breakdown
Shells 2 points
Nails 4 points
Cells 8 points
Rockets 16 points
Each time you take an item your team's control point cache is increased
depending on the item you take. Also the Match Total Item Control Point Cache is
increased by the same value. Thus your team's control stats % is equal to
(Myteam.Control_Cache / (Match_Control_Cache))
Team with stats greater than 50% had map control for
the majority of the match.
Announcement
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Statistics Additon
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eh its bitwise arithmetic which wouldn't have any output values except percents for each team. If you type teamstats at the end of a match you will get a breakdown of control status, but it's currently borked.
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cool idea but just for stats sake. wanted to post some suggestions about your points:
Weapon control point breakdown -
Shotgun 0 points (duh)
Double Shotgun 2 points - switch this with nailgun
Nailgun 4 points - should be less than SSG. Its almost worthless.
Supernailgun 8 points
I have a problem with the below 3. I dont think they should be rated that much higher than the 4 behind it and they should be closer together.
Grenade Launcher 16 points
Lightning Gun 32 points
Rocket Launcher 64 points
Armor control point break down
Green Armor 2 points
Yellow Armor 4 points
Red Armor 8 points
Powerup Control point Breakdown
Megahealth 2 points - should be rated higher than invisibility imo
Invisiblilty 4 points - switched with mega health.
Pent 8 points - its disabled and consider "lame" in ctf. i disagree i think it should be used. I also think if its used it should be near or the same points as Quad.
Quad 16 points
Ammo Control Point Breakdown
Shells 2 points
Nails 4 points
Cells 8 points - too much diff between the cells and rockets. they should be closer.
Rockets 16 points
i think you can just get rid of the huge jumps in points for no reason and just stagger everything by jumps of 2's.
That way the math and the adding and the confusion stay to a minimum and comparing and making changes are easier as well.
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why would the nailgun be worth more than the super shotgun? Why would green armor be worth anything? You will only use up about 43 green armor in a fight if you start out with 100 health and don't pick up any more health.
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