[FEATURE] Scoring Changes (not only winning by core %)
My suggestion would be to not only win based on Core %. core % should be points based on percentage, but also adding captured points at the end of the game (otherwise the guy that backdoored 3mins into the game and its been stalemated the remainder of the match won the entire game.) It would also feel more rewarding for Spec Ops to actually fulfill their role. Maybe adding points for keep percentage destroyed/protected (for castle guard and spec ops/assault teams to earn points for their team). Just seems like the current system is so lack luster and not rewarding for a castle guard squads (on a winning team as they aren't earning points and just sitting there). And not incentivizing for Spec ops to fulfill their role as it stands most people vote to be on the assault team and don't want volunteer for the other 2 squads as often. I feel like updating the scoring system would make players feel like they're benefitting their team regardless of the squad they volunteer/get placed on.
Comments: 14
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22 Sep, '22
NaHTeH100%.
I think an obvious consideration for a tie breaker would be % damage dealt to enemies to reward aggression. Maybe specifically damage done to cores? -
10 Jan
Shmayd MergedIn the last minute if one team has domination, all towers, it starts to take damage from the enemies core, only by a tiny rate like 0.5% a second. Would emphasise tower control more
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28 Jan
gorilla MergedThe towers down bring anything extra except giev the players a new access point to teleport to. When the game ends and all teams are even or almost the towers are irrelevant. I believe it would be a lot more interesting if the towers added some value at the end of the game.
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28 Jan
Craixis MergedSo, as much fun as it is to have a draw for a majority of the games, I was thinking that it may be a good idea to add some tiebreakers in the form of Victory Points as a secondary objective. Victory points could be obtained through capping towers, damaging the enemy base, using a cataclysm, etc, but would be checked after the % of damage done to core. Partly to help with the constant stalemates that happen when one team just can't quite break another's base open to get the core damaged, and to help incentivize capturing towers and accomplishing objectives.
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30 Jan
Snaex Admin"[Feature] Capturing the towers should be rewarding" (suggested by gorilla on 2023-01-28), including upvotes (1) and comments (0), was merged into this suggestion.
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30 Jan
Snaex Admin"[Feature] Victory Points for Tiebreakers" (suggested by Craixis on 2023-01-28), including upvotes (1) and comments (0), was merged into this suggestion.
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30 Jan
Splaingy MergedEach team has a main base and there are 3 capture points. Each capture point can be fortified with buildings and turrets. Anytime a team controls 2 or more they can target the main base. Each main base has catapults not behind walls they can build to help capture fortified points. First one to control more than 2 points and destroy main base wins or first to 100 points.
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31 Jan
Snaex Admin"[Feature] Steal from New World and add Control Maps/Gameplay" (suggested by Splaingy on 2023-01-30), including upvotes (1) and comments (0), was merged into this suggestion.
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08 Feb
Craixis MergedHowdy, so my suggestion is simple; have a way to determine a winner in a match so the game doesn’t default to a draw if neither core has been damaged. This could be done by using a system of “Victory Points” which begin to add up as the game progresses based on objectives, such as how many towers a team controls and how much of the enemy base has been destroyed, etc. Victory points would come into play only if neither core is damaged, so the priority would still be to destroy the enemy core, but if the game seems to be a stalemate it gives teams another option to try to swing the game in their favor.
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09 Feb
Snaex Admin"[Feature] Victory Points for Tiebreakers" (suggested by Craixis on 2023-02-08), including upvotes (1) and comments (0), was merged into this suggestion.
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14 Feb
Snaex Admin"[Feature] Domination rule, a measure to reduce the overwhelming number of draws" (suggested by Shmayd on 2023-01-10), including upvotes (6) and comments (0), was merged into this suggestion.
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17 Feb
Rupert MergedDraw are not fun. Draw are not appealing. Draw system is not rewarding who try to play better.
Take away draw.
Start give Victory point for each kill or structure destroyed. Obviously killing the nexus is a istant win no matter if you are lower as victory points.
Start think a system were there is no draw. -
17 Feb
Snaex Admin"[Feature] Draw are not appealing" (suggested by Rupert on 2023-02-17), including upvotes (1) and comments (0), was merged into this suggestion.
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14 Mar
EumaeosGuild Wars (I know, I'm old) had a "Victory or Death" mechanic to break stalemate. A different implementation could work. Maybe a Storm mechanic that damages players squatting on their core at a certain time mark?