Award points for dying in an objective.
- Gives a further incentive for players.
- Rewards those who make the effort to get inside the capzone, but by some stroke of bad luck die.
- Encourages players who enter a capzone to fight through it and clear it, rather than find a corner and wait out in the hope it will cap and get the points for doing so.
Additional Rules
- The points awarded for dying in an objective should be equal to the amount for capping an objective, to give make the incentive to fight through realistic.
- There should be a multiple deaths on objective bonus, much like the multiple player capture bonus.
The bonus should be removed from suicides.
Supplementary Rules
- Subtract the same amount of points (10 for capping) from team killing a player IN an objective.
- Subtract double that amount for players team killing a player IN an objective who are NOT in an objective themselves.
Addition Points to Note
Adding this feature will favour an aggressive team, particularly on attacker scenarios (Russians on CommissarHouse, for example), more than defensive play. This is intentional as incentive and to reflect the challenge of attacking on some maps.
- Gives a further incentive for players.
- Rewards those who make the effort to get inside the capzone, but by some stroke of bad luck die.
- Encourages players who enter a capzone to fight through it and clear it, rather than find a corner and wait out in the hope it will cap and get the points for doing so.
Additional Rules
- The points awarded for dying in an objective should be equal to the amount for capping an objective, to give make the incentive to fight through realistic.
- There should be a multiple deaths on objective bonus, much like the multiple player capture bonus.
The bonus should be removed from suicides.
Supplementary Rules
- Subtract the same amount of points (10 for capping) from team killing a player IN an objective.
- Subtract double that amount for players team killing a player IN an objective who are NOT in an objective themselves.
Addition Points to Note
Adding this feature will favour an aggressive team, particularly on attacker scenarios (Russians on CommissarHouse, for example), more than defensive play. This is intentional as incentive and to reflect the challenge of attacking on some maps.
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