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| CT Rank: 6 |
| Field's place: def-sweep |
| Grid Name: CT~Voodoo |
| GID: Voodoo@ct/jedi |
| CT Wild Fort Rank: na |
| Joined: 05 May 2006 |
| Posts: YQ361250 Posts |
Location: somewhere on earth
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Posted: Thu Jul 21, 2011 6:47 am |
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| peiaemanuel wrote: | | did you yourself do it voo or you put zuckenberg's doll to code it? |
zuckenberg ? is it that guy robbing time to billions of people to useless status and wall maintenance ?
no. I got an army of nerds enslaved by my dolls so i can pretend I've coded it!
to bigd, that's not that quick as it's not cooked yet
and i made no progress yesterday as i spend the couple of hours i manage to dedicate to this refactoring the code.
that was an ugly mess so i wanted to clean it and minimise its footprint.
hmm does this sentense made sense to anyone?
anyway, i hope we'll have a server ready for this week-end.
sidenote to myself: stop addind a "make it a mess, then" in front of the famous "make it right, then make it fast".
so you'll save time for your wife...
edit:
-mb, you might start setting up an empha sumo bar like server and adjust settings already, then you'll just have to upgrade binary and add the few required settings... there's to adjust score_limit + scoring which leads me to a second point.
-what should be scoring policy for this server?
also you might keep a sumo somewhere in the server name... |
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| CT Rank: Not Ranked |
| Field's place: defense |
| Grid Name: CT_emmy |
| GID: peiaemanuel@ct/fellow |
| CT Wild Fort Rank: na |
| Joined: 10 Dec 2007 |
| Posts: UY361114 Posts |
Location: Iasi, Romania
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Posted: Thu Jul 21, 2011 11:51 am |
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| Voodoo wrote: | | what should be scoring policy for this server? |
If we keep normal scoring for sumo, 300 points is too much for a kill. My opinion is to remove any other scoring. You only get points for assassinations.
I think it's risky to lower the number if somebody else kills your target, because this might be beyond your control -> your target might be a noob or someone bad intented to mess you up
I suggest the following scoring system:
1. basescore: 100
2. modifiers:
a. 30 bonus for every next target (eg.: 160 for the third target) during the round.
b. +/- 10 bonus according to target rank relative to your rank. Eg.: I'm #1, target is #5, we both have the other one as a target; he would be my third kill, I would be his first kill. If I kill him I get a 100 + 2 * 30 - 40 = 120 points, if he kills me he gets 100 + 40 = 140 points.
The rank would probably be the rank from the current match or maybe from a ladder (that would be more complex).
3. limitscore: 1000-1500.
4. maybe another 100 bonus for winning the round.
I also suggest something for the target picking system (if it's not too hard to implement  ): the higher your rank, the more players get you as target. Eg.: 8 players in the match, #1 rank is targeted by 3 players, #2 by 2 players, #3-5 by 1 player. This could be a competitive setup for tournaments  . |
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Last edited by peiaemanuel on Thu Jul 21, 2011 11:55 am; edited 1 time in total _________________ For me to live is Christ, and to die is a gain.
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| CT Rank: 6 |
| Field's place: def-sweep |
| Grid Name: CT~Voodoo |
| GID: Voodoo@ct/jedi |
| CT Wild Fort Rank: na |
| Joined: 05 May 2006 |
| Posts: YQ361250 Posts |
Location: somewhere on earth
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Posted: Thu Jul 21, 2011 8:28 pm |
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here is the post
Leaving players are not handled yet
Testing required
I've edited settings names to fit changes:
New settings:
CYCLE_TARGET_MODE <0|1|2> 0=disable, 1/2 is enable, 1 affects the player killing your target while 2 randomly affects new target
CYCLE_TARGET_SCORE <int> score for first target
CYCLE_TARGET_SCORE_DEPLETE how much the score is decreased by target killed. If score reach 0, no more target is assigned. can be set as negative to increase scoring, as zappy suggested
CYCLE_TARGET_TIMEOUT <float> 0 in seconds, 0 or negative value means no timeout.
CYCLE_TARGET_MAX <int> max nb of target to kill
CYCLE_TARGET_START_TIME <float> time of first target assignment.
CYCLE_TARGET_MAX_DISTANCE <float> max distance of a target to be assigned
CYCLE_TARGET_MIN_CYCLES <int> min cycles required. all targets are unset. below this value
New commands:
CYCLE_TARGET_RESET reset targets and affects new target to everyone
CYCLE_TARGET_SET <huntername> <targetname> assign a target to an hunter (for external scripting)
New ladderlog entry:
CYCLE_TARGET_KILLED <coredumped> <coredumper>
New english_base.txt entries:
player_target_assignment Your target is now \1.\n
player_target_score \1 get \2 extra points for core dumping his target \3.\n
player_target_timeout You fail core dumping your target \1 in time.
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Last edited by Voodoo on Wed Jul 27, 2011 6:16 pm; edited 3 times in total
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| CT Rank: Not Ranked |
| Field's place: defense |
| Grid Name: CT_emmy |
| GID: peiaemanuel@ct/fellow |
| CT Wild Fort Rank: na |
| Joined: 10 Dec 2007 |
| Posts: UY361114 Posts |
Location: Iasi, Romania
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Posted: Fri Jul 22, 2011 1:00 pm |
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Maybe it's complicated to code, but not complicated for the player: he only has to know that the more and higher ranked targets he kills, the more points he gets.
It's like saying the current sumo bar zone conquer score is complicated at this moment: you get 7 points, then 8, then 9, then 10, then 12, then 15, then 20, then 30, then 60. But it's actually only one formula, 60 / nr. conquerers.
But I agree, it can be tried later on. |
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_________________ For me to live is Christ, and to die is a gain.
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