Post by justsomeguy on Mar 18, 2017 9:04:14 GMT -5
There is a lot of talking about beacon runners, how hard their life is and how important they are to winning the game. I do agree that they should be rewarded, even though I must add that it’s important to capture and HOLD the beacon (there are only 5 of them on the map, so if the number of your captures is too much north of that, your team is probably doing something wrong). This is how I would do it. Any opinions and/or reasons why it wouldn’t work are welcome. And if PIX coders decide to take it as an inspiration, it’s not copyrighted or anything.
1. Each beacon would have its own point value, as some are much more difficult to capture.
2. Players would be awarded the above score for spending time near beacon.
3. The score would be split between all the players present at the time – you can call it squad capture.
4. There would be a maximum set for points awarded per beacon to discourage discotheque dwellers.
Easy enough, isn't it? Limited number of situations exists, when there is potential for change in status of the beacon.
• Positioning your bot text to a captured beacon – just parking, no points.
• Unopposed capture, some time spent in the open – points awarded, as is.
• Beacon liberation, same thing – points awarded.
• Recapture, basically liberation and capture put together – twice the time, twice the points.
• Preventing capture/liberation by positioning your bot next to a beacon – beacon defense, point awarded for every X seconds or something.
• Failed capture/liberation – debatable, but I’m leaning towards no points.
For example (Yamantau, with completely made up numbers), player would capture beacon C for 1000 points and B for 1500 points. Over time, he may also capture (5000), recapture (10 000) and liberate (5000) beacon D. Maybe even spend some time defending it (worth 30 000 points). By that time beacon D would run out of points and any further action would not count towards the score. That sums up to a total of 52 500 points which would represent the beacon play portion of the whole Ag reward (optionally, it may be added to the overall score to boost the player’s ranking).
From the programing point of view, I see possible complications with the first point, as the same beacons that are “home” for one team are also “away” beacons for the other. That would require different score awarded to different players. Easy enough when you start from scratch but may be tricky implementing within the existing system (may not, PIX only knows).
If you’re wondering what I mean by discotheque dweller, imagine two Stalkers from the opposing teams, dancing around a beacon.
Few battles in which the light robots ran from beacon to beacon and often meet some stupid Stalker from the opposing team going the other way told me that numbers alone don’t mean much. Now, that is hopefully sorted and we can stop there.
1. Each beacon would have its own point value, as some are much more difficult to capture.
2. Players would be awarded the above score for spending time near beacon.
3. The score would be split between all the players present at the time – you can call it squad capture.
4. There would be a maximum set for points awarded per beacon to discourage discotheque dwellers.
Easy enough, isn't it? Limited number of situations exists, when there is potential for change in status of the beacon.
• Positioning your bot text to a captured beacon – just parking, no points.
• Unopposed capture, some time spent in the open – points awarded, as is.
• Beacon liberation, same thing – points awarded.
• Recapture, basically liberation and capture put together – twice the time, twice the points.
• Preventing capture/liberation by positioning your bot next to a beacon – beacon defense, point awarded for every X seconds or something.
• Failed capture/liberation – debatable, but I’m leaning towards no points.
For example (Yamantau, with completely made up numbers), player would capture beacon C for 1000 points and B for 1500 points. Over time, he may also capture (5000), recapture (10 000) and liberate (5000) beacon D. Maybe even spend some time defending it (worth 30 000 points). By that time beacon D would run out of points and any further action would not count towards the score. That sums up to a total of 52 500 points which would represent the beacon play portion of the whole Ag reward (optionally, it may be added to the overall score to boost the player’s ranking).
From the programing point of view, I see possible complications with the first point, as the same beacons that are “home” for one team are also “away” beacons for the other. That would require different score awarded to different players. Easy enough when you start from scratch but may be tricky implementing within the existing system (may not, PIX only knows).
If you’re wondering what I mean by discotheque dweller, imagine two Stalkers from the opposing teams, dancing around a beacon.
Few battles in which the light robots ran from beacon to beacon and often meet some stupid Stalker from the opposing team going the other way told me that numbers alone don’t mean much. Now, that is hopefully sorted and we can stop there.