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Statistics Additon

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  • Statistics Additon

    This is purely for statistics, but here's my idea


    New Control Stats System:

    Points are awarded for items players pickup, thus more weapons taken accrue to
    your control of the map as with armor, and health, and other items like
    powerups. True control is based on total points available from map items, and
    your percent of that total for the team.

    Weapon control point breakdown -
    Shotgun 0 points (duh)
    Double Shotgun 2 points
    Nailgun 4 points
    Supernailgun 8 points
    Grenade Launcher 16 points
    Lightning Gun 32 points
    Rocket Launcher 64 points

    Armor control point break down
    Green Armor 2 points
    Yellow Armor 4 points
    Red Armor 8 points

    Powerup Control point Breakdown
    Megahealth 2 points
    Invisiblilty 4 points
    Pent 8 points
    Quad 16 points

    Ammo Control Point Breakdown
    Shells 2 points
    Nails 4 points
    Cells 8 points
    Rockets 16 points

    Each time you take an item your team's control point cache is increased
    depending on the item you take. Also the Match Total Item Control Point Cache is
    increased by the same value. Thus your team's control stats % is equal to
    (Myteam.Control_Cache / (Match_Control_Cache))
    Team with stats greater than 50% had map control for
    the majority of the match.
    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

  • #2
    why would the nailgun be worth more than the super shotgun? Why would green armor be worth anything? You will only use up about 43 green armor in a fight if you start out with 100 health and don't pick up any more health.

    Comment


    • #3
      cool idea but just for stats sake. wanted to post some suggestions about your points:

      Weapon control point breakdown -
      Shotgun 0 points (duh)
      Double Shotgun 2 points - switch this with nailgun
      Nailgun 4 points - should be less than SSG. Its almost worthless.
      Supernailgun 8 points

      I have a problem with the below 3. I dont think they should be rated that much higher than the 4 behind it and they should be closer together.

      Grenade Launcher 16 points
      Lightning Gun 32 points
      Rocket Launcher 64 points


      Armor control point break down
      Green Armor 2 points
      Yellow Armor 4 points
      Red Armor 8 points

      Powerup Control point Breakdown
      Megahealth 2 points - should be rated higher than invisibility imo
      Invisiblilty 4 points - switched with mega health.
      Pent 8 points - its disabled and consider "lame" in ctf. i disagree i think it should be used. I also think if its used it should be near or the same points as Quad.
      Quad 16 points

      Ammo Control Point Breakdown
      Shells 2 points
      Nails 4 points
      Cells 8 points - too much diff between the cells and rockets. they should be closer.
      Rockets 16 points


      i think you can just get rid of the huge jumps in points for no reason and just stagger everything by jumps of 2's.

      That way the math and the adding and the confusion stay to a minimum and comparing and making changes are easier as well.

      Comment


      • #4
        eh its bitwise arithmetic which wouldn't have any output values except percents for each team. If you type teamstats at the end of a match you will get a breakdown of control status, but it's currently borked.
        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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