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[Suggestion] Overdrive system based on attack damage (in metal)

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I've been thinking about it.

Is it possible to implement a system to divided the overdrive amount of metal according to the amount of damage the player in the team made on the enemy team?

something along this line:


normal mex is divided equally

every 5 minute (i.e. at the 5th, 10th, ... minute), the game run a calculation of how many percent of damage (in metal) each member of the team done to the enemy, in comparison with the amount he lost to achieved it and divide the overdrive amount of metal accordingly.

Gain/loss can't go above 2.5 or below 0.25

explain: damage in metal:

you kill dirtbox: normal damage: 600, metal damage: 20


example of the system:

team have 3 player:

at the 5th min, each player did this amount of metal damage:

P1: 500 (metal damage), loss 250 => Gain/Loss:2
P2: 200 (metal damage), loss 200 => G/L: 1
P3: 300 (metal damage), loss 300 => G/L: 1


therefore, for the next 5 min (i.e. the time between the 5th min and the 10th min) each player received:

P1: 2/(2+1+1) = 50% OD metal
P2: 1/4 = 25% OD metal
P3: 1/4 = 25% OD metal

at the end of the 5 min duration, (i.e. the 10th min) the calculation was done again and the OD metal was divided accordingly.


I believe this will encourage aggressive play style as it reward skilled player who manage to deal more damage to the enemy with what he have. it also limited eco whoring because OD only worth it if you deal massive amount of damage to the enemy => top player deal damage + reclaim + OD = good game

the calculation only need to be done every 5 min so I hope it does not consume much resource.

If this could be implemented, this could become a trade mark of Zero-k.

"Zero-k the better you play, the greater your resource gain"
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12 years ago
I think it's not good.
1) In BIG games some players can support other and don't do big damage.
2) If enemy destroy you'r force, you can't do damage and can't make new units. You just die.
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12 years ago
curently 50% of od is given to the eco builder and the rest is spread across team, this allowa eco whores to well eco whore for the whole team

if the attacking player gets all the od then there is no eco player
>no eco player
>no OD
>no point to this system

see the problem...
if you are doing damage, you can reclaim, thats how frontline players make metal
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Skasi
12 years ago
If I understand you correct then you want to give metal to players who win the game for their team.

That's not how it works. Zero-K is not about dealing damage, it's about winning and that requires soaking up damage as well. Think about Dirtbag or EMP. Both can disable whole armies.
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I think you got me wrong

Mark:

if you don't do damage, ergo you don't need metal.

the base metal input is the same across the board, (i.e. everyone got their fair share of metal from mex cap). if you got destroyed and not dealing massive amount of damage then it's your fault, if it's your team fault then you going to die anyway (they left you to die sooner or later).

I think this is a war game, and the focus should be on attacking therefore OD SHOULD NOT be the focus,

I admitted that I didn't take in to account the dirtbad or EMP, but you must admit this system is BETTER than the current one in regard to eco whore (i.e it's more rewarding toward player who try to win). if you can think of a better system, pls share.
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Skasi
Wanna know what's better? Equal share.

I agree that the game's focus should be attacking. That does not mean that metal's focus should. Players should be forced to decide what they think is good in a given situation. If they decide that now is not the right time to attack then they should not lose metal to players who send their units into enemy porc one by one and happen to have dealt the most cost-damage.
quote:
Units leave up to 40% of their metal cost in the wreckage when they die. This means that you must take into careful consideration where your battles take place, because in an even unit trade the one who reclaims the wreckage will come out on top. (...)
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12 years ago
In the end you'd want to give it to those who help the team most. But there's no easy way to measure that. So what exactly is the problem with giving everybody the same amount?
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12 years ago
:P under this system there is no benefit to planing ahead, or recalim(cons cost more then warior spam), or startegy, or eco, or playing air, or playing sea, or building emp/slow units, or stealth tactics, or linking mex, or...

really NOT A GOOD IDEA
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12 years ago
I dont get it too. Why cant everybody have same amount of M. If you want to dedicate your ECO to make more ECO fine, but why front or AIR player(since they are attacking, but still dont get any reclaim) should get less metal? Thats really stupid.

I think we had enough rewards to porcy players lets get back to good old equal communism.
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12 years ago
The reason is probably that people got screamed/commented at for not making enough units/not attacking enough when they built bigger eco projects (e.g. fusion). Current system was probably meant to fix that, but it assumes the extra metal is used for units.
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12 years ago
Damage based system was implemented by xponen, you can try it using some modoption.
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12 years ago
Not true Licho, other OD systems were removed recently because they are untested, have no point and make the code harder to understand. I don't think there was a damage based one anyway.
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12 years ago
Can I stress that this only redivided the OVERDRIVE metal, the mex base is share equally.

@ddabaeqepp

I don't understand most of your post. But I'll try to address some of your problems:

reclaim is sure way to get metal, war OD is not. therefore, not only you have to spam warrior but you have to use them efficiently, if you use them good then you deserved the metal

the point of my system is that given the same amount of metal at start, the better WARMONGER shall win.

if you play air, sea, etc... and you are not helping the team [measured by the crude measurement of dealing damage (if you have better measurement tools pls share)] what's the point? should just give your allies the metal to fight.

Skasi

I admitted (as above stated) that this is not perfect (hell, it's nowhere near good enough), but it is the first step toward a system that reward good player over bad player in a game (regardless of elo). the thing is if you implement this, someone else will improve it.


side note: I am also tired of being the wall to weather the ceaseless storm of 3 combined players for some noob that build 3 singu and then scream at me for losing my base.


how about a revised system: Gain over loss, that take in to account the loss of metal too? revised first post.

P1: 500 dam, loss 250 => Gain/Loss:2 => 2/(2+1+1) = 50% OD metal
P2: 200 dam, loss 200 => G/L: 1 => 1/4 = 25% OD metal
P3: 300 dam, loss 300 => G/L: 1 => 1/4 = 25% OD metal

this way, metal go to the one who kill most with least loss.

it still doesn't solve the support (EMP, slow, stealth, etc...) problem but it's greatly reward good player and punish bad player.


other suggestion:
EMP damage/slow damage = 1/4 metal damage of completely stunned/slowed unit and each unit can only be counted once.

if implemented it's going to be a nightmare to code, not to mention the computing power.
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12 years ago
"this way, metal go to the one who kill most with least loss."
Air player gets all the metal...
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if he can kill without losing a single plane then i'll say he deserved it.
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12 years ago
The air player strikes at weak spots and areas with poor AA in order to do his damage. Air does not make cost if you have to attack significant AA cover (relative to your airforce of course).

A good air player does not lose bombers. Cost damage ratios for air players can be ridiculous but they could be no more useful than the equivalent land player he supports.
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12 years ago
well, if the air player is so good that he is as you said, he should have more metal

the gain/loss scale is capped at 2.5 and bottom at 0.25

beside, this only affect OD metal, base metal remain the same.
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12 years ago
It should be "gain - loss", not "gain / loss".
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=.= NO YOU NOOBS
air player makes verry little damage
often even really good air players end up at the bottom of the pile in terms of damage
but they have the most influence on the game because they kill strategic targets
and save your ass with emp when you are about to be fucked
under this system air players dont work...

wariors are extremly cost effective units(in terms of metal return) there are a few otheres... but the point is those are the only units people will use
there wont be any point for venom spam, spies, moderators, the whole gunshit plant, and a whole lot of other labs(due to poor levels of efficinency, while high strategic value)

the problem with this system is that metal efficiency dose not win games
to win games you need strategy
and somtimes strategy is rushing singus and dets
or rushing the enemy base suicidaly at the right moment to let your teamates win the game
or playing air and bombing the enemy eco(never cost effective)
or using stelth units(also rarely cost effective)
or in otherwords causing damage to the production line, killing metal production and cons, and shuting down the enemy team
or GOD FORBID! scouting, and figuring out where the enemy team is weak and what to attack


what your system esencialy proposes it to give metal to tactics players, instead od strategists
this is a falacy because in long games, where there is large amounts of od, STRATEGY beat TACTICS evry single time (because the strategist has 10 singu and the tactics has 0
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12 years ago
I'll rephrase dabb's ranting:

The concept is good, but the technical solution is lacking to point where regular communism is better.

Besides, i think the ecowhore mechanism has been nerfed recently, see that commit about energy source reimbursement.
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