11-29-2011, 11:13 AM
Assume this game situation:
A kills B 20 times regularily
B kills A 25 times regularily
A pushed B into void 17 times
B pushed A into void 3 times
A jumped into void (by own fault) 2 times
B jumped into void (by own fault) 3 times
Then, currently, A will have 20+17-2 = 35 frags, and B will have 25+3-3 = 25 frags. A leads by 10 frags difference.
By your suggestion, however, A would have 20-3-2 = 15 frags, and B would have 25-17-3 = 5 frags. Here, A also leads by 10 frags difference.
If you think about it, this never makes any difference at all for 1v1 matches that are decided by timelimit - and most competitive matches are exactly that.
In CTF, the frags don't count anyway, so it's no issue there either.
And in 2-teams TDM, this also makes no difference, as the same calculation as above applies.
It only makes a difference in 3-team or 4-team games, or FFA games. And these typically are not competitive anyway.
So where exactly is the problem? I think what you actually found out, is that fraglimit sucks and that competitive games should be decided by timelimit
For that there is also another reason:
Assume you are going to get killed by an incoming rocket. No problem! Just fire rocket at your own feet! Then attacker gets no frag. Problem?
This could be abused to sabotage fraglimit-decided games by not letting the winning player get the final frag for a long while.
Note that this issue - sabotaging fraglimit - also exists with our current rules and is no problem of your suggestion. It just shows that only timelimit- or maybe caplimit-decided games make sense. And in these games, the decision how a "push" is handled, doesn't matter anyway, except for visual cosmetics.
A kills B 20 times regularily
B kills A 25 times regularily
A pushed B into void 17 times
B pushed A into void 3 times
A jumped into void (by own fault) 2 times
B jumped into void (by own fault) 3 times
Then, currently, A will have 20+17-2 = 35 frags, and B will have 25+3-3 = 25 frags. A leads by 10 frags difference.
By your suggestion, however, A would have 20-3-2 = 15 frags, and B would have 25-17-3 = 5 frags. Here, A also leads by 10 frags difference.
If you think about it, this never makes any difference at all for 1v1 matches that are decided by timelimit - and most competitive matches are exactly that.
In CTF, the frags don't count anyway, so it's no issue there either.
And in 2-teams TDM, this also makes no difference, as the same calculation as above applies.
It only makes a difference in 3-team or 4-team games, or FFA games. And these typically are not competitive anyway.
So where exactly is the problem? I think what you actually found out, is that fraglimit sucks and that competitive games should be decided by timelimit
For that there is also another reason:
Assume you are going to get killed by an incoming rocket. No problem! Just fire rocket at your own feet! Then attacker gets no frag. Problem?
This could be abused to sabotage fraglimit-decided games by not letting the winning player get the final frag for a long while.
Note that this issue - sabotaging fraglimit - also exists with our current rules and is no problem of your suggestion. It just shows that only timelimit- or maybe caplimit-decided games make sense. And in these games, the decision how a "push" is handled, doesn't matter anyway, except for visual cosmetics.
BRLOGENSHFEGLE (core dumped)
The Bot Orchestra is back! | Xoylent Easter Egg | 5bots1piano
My music on Google Play and SoundCloud
The Bot Orchestra is back! | Xoylent Easter Egg | 5bots1piano
My music on Google Play and SoundCloud