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Author Topic: Idea for class selection/specialization  (Read 81302 times)
Darknar
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« Reply #15 on: April 04, 2007, 09:06:23 PM »

i feel that the current points syetm for RS 1 works extreamly well.

thats what makes RS1 RS1. i dont think there is any other mod like it when it comes to a points and class options.


if you can somehow pull that over into RS:EX then awsome.
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Bahl
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« Reply #16 on: April 05, 2007, 07:08:10 AM »

it was the last idea, i really wanted to implement for RS 1. the last 'point to make' so to speak :-). i guess at least for one person i got it right ;-).
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Typheron
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« Reply #17 on: April 05, 2007, 11:04:13 AM »

the plan right now is a similar but modified version of the RS points, there is a cap on the points after which any you earn goes "to the team" allowing the good players to bolster the weaker ones. Some other stuff too.
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Wolf
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« Reply #18 on: April 05, 2007, 01:53:10 PM »

i like the RS1 point system
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Deadmeat
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« Reply #19 on: April 06, 2007, 10:30:11 AM »

Quote from: "Typheron"
the plan right now is a similar but modified version of the RS points, there is a cap on the points after which any you earn goes "to the team" allowing the good players to bolster the weaker ones. Some other stuff too.


I really like the idea of excess points going towards the team. It would probably benefit those players that join abit later in the round, allowing them to compete on a similar level to the other players how already have the good stuff. I can see it not going to well with certain elements of the online community (CS:S players I'm looking in your direction), but then maybe it will keep them away! Good for me, good for the community but not necessarily good for the mod as a whole.
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Typheron
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« Reply #20 on: April 06, 2007, 11:58:23 AM »

given that within RS1 & 2 score and points are seporate things it shoudl workj well. You still get your score (but its part of the teams score) and on the side earn points for your class selection. The other good thing is that as part of the team you also have access to the points pool.

the cap will be 1 or two spawns of the biggest class available, so even if some retarded n00b runs off as a carni and dies horribally you will still have points and once all the spares are used up, n00b boy gets to spectate for being retarded while you continue.

should you get enough then the n00b can get back in and hopefully he has leanred something.
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The Vastator
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« Reply #21 on: April 06, 2007, 12:10:33 PM »

interesting system. I'd like to see it working, on paper sounds fine.
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Typheron
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« Reply #22 on: April 07, 2007, 12:24:04 AM »

yeh, we do wonder how it will work in practice, i fear that it may be abused by players somehow...
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Bahl
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« Reply #23 on: April 07, 2007, 08:05:10 AM »

oh, that can easily be tested :-D. it does confince me as an improbvement, so why not implement it in RS1 for testing?
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Khargoth
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« Reply #24 on: April 08, 2007, 05:53:36 AM »

Well, keeping your 'kill score' and 'class score' separate is a good idea. CS has this to some extent, where certain achievements benefit the team as a whole (winning a round for example), but it's implemented pretty poorly. Elite players gain a lead too easily, so while I'm struggling to afford dual .45's and kevlar because we lost the first round, I find myself with a M4 wedged in unmentionable places. This system shuns newer players, as if they don't have the upper hand from the word go, things are only going to get harder for them, as they're rediculously outgunned as well as outskilled.

A possible 'team balance' option is every few rounds the highest scoring player is forced to swap teams, and the lowest scoring player from the opposite team is swapped also. Not a constant thing, but an option while creating a game. Comments?
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ChromeAngel
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« Reply #25 on: April 08, 2007, 09:59:14 AM »

Points/scores wont be carried over between games of EX,  however we are planning for long games (~45 mins on one map).  Naturally you don't have to wait out the rest of the game if you cop one as in CS.  It's kind of like apples and oranges.

We'll see if there is a real need for skill balancing after version 1 is out.
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The Vastator
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« Reply #26 on: April 08, 2007, 11:41:25 AM »

Quote
A possible 'team balance' option is every few rounds the highest scoring player is forced to swap teams, and the lowest scoring player from the opposite team is swapped also. Not a constant thing, but an option while creating a game. Comments?

I particularly hate automatic team swapping in CS:S. Also, considering that the gameplay between teams here is different (in CS it's pretty similar), it's not a guarantee that the teams will be even. I just don't like automatic team swapping...
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Typheron
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« Reply #27 on: April 08, 2007, 04:27:19 PM »

we will have auto team balancing, where you get switched if the numbers of players on once team are uneven, its kinda needed. Although it will just not allow you to switch teams when you entrer the game if there unbalanced.
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migb
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« Reply #28 on: April 09, 2007, 10:50:59 PM »

Sounds like a reasonable system, Typh.
Players are not forced to leave their team once they are in, but winner-joining is made impossible.
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Typheron
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« Reply #29 on: April 09, 2007, 10:52:03 PM »

thats the idea, although it may cause issues if the players want to team balance for good reasons. Always the way of it.
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