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

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Date Editor Before After
1/13/2013 4:43:16 AMAUrankSortale before revert after revert
1/13/2013 4:42:41 AMAUrankSortale before revert after revert
1/13/2013 4:09:24 AMAUrankSortale before revert after revert
1/12/2013 9:55:27 PMAUrankSortale before revert after revert
Before After
1 I've been thinking about it. 1 I've been thinking about it.
2 \n 2 \n
3 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? 3 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?
4 \n 4 \n
5 something along this line: 5 something along this line:
6 \n 6 \n
7 \n 7 \n
8 normal mex is divided equally 8 normal mex is divided equally
9 \n 9 \n
10 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. 10 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.
11 \n 11 \n
12 Gain/loss can't go above 3 or below 0. 25 12 Gain/loss can't go above 2. 5 or below 0. 25
13 \n 13 \n
14 explain: damage in metal: 14 explain: damage in metal:
15 \n 15 \n
16 you kill dirtbox: normal damage: 600, metal damage: 20 16 you kill dirtbox: normal damage: 600, metal damage: 20
17 \n 17 \n
18 \n 18 \n
19 example of the system: 19 example of the system:
20 \n 20 \n
21 team have 3 player: 21 team have 3 player:
22 \n 22 \n
23 at the 5th min, each player did this amount of metal damage: 23 at the 5th min, each player did this amount of metal damage:
24 \n 24 \n
25 P1: 500 (metal damage), loss 250 => Gain/Loss:2 25 P1: 500 (metal damage), loss 250 => Gain/Loss:2
26 P2: 200 (metal damage), loss 200 => G/L: 1 26 P2: 200 (metal damage), loss 200 => G/L: 1
27 P3: 300 (metal damage), loss 300 => G/L: 1 27 P3: 300 (metal damage), loss 300 => G/L: 1
28 \n 28 \n
29 \n 29 \n
30 therefore, for the next 5 min (i.e. the time between the 5th min and the 10th min) each player received: 30 therefore, for the next 5 min (i.e. the time between the 5th min and the 10th min) each player received:
31 \n 31 \n
32 P1: 2/(2+1+1) = 50% OD metal 32 P1: 2/(2+1+1) = 50% OD metal
33 P2: 1/4 = 25% OD metal 33 P2: 1/4 = 25% OD metal
34 P3: 1/4 = 25% OD metal 34 P3: 1/4 = 25% OD metal
35 \n 35 \n
36 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. 36 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.
37 \n 37 \n
38 \n 38 \n
39 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 39 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
40 \n 40 \n
41 the calculation only need to be done every 5 min so I hope it does not consume much resource. 41 the calculation only need to be done every 5 min so I hope it does not consume much resource.
42 \n 42 \n
43 If this could be implemented, this could become a trade mark of Zero-k. 43 If this could be implemented, this could become a trade mark of Zero-k.
44 \n 44 \n
45 "Zero-k the better you play, the greater your resource gain" 45 "Zero-k the better you play, the greater your resource gain"