If you kill a player who is capping you get an extra point. So a kill is 1, killing a capper is 2, killing an officer is 2, killing an officer who is capping is 3.
While I think it would be cool as hell to have 'defender points', it would be kinda hard to implement. What do you do about the machine gunner who is set up perpendicular to the enemy's angle of advance? If he's continually mowing down enemy troops before they get to the objective, isn't that defending just as well as the SMGer who's hanging out right under the fountain/large rock/train car/whatever? Or the person who's 75m behind the objective, but consistantly picking off anyone who sticks their head up just a little too high. They're defending too. Or the arty that comes down on a side avenue, forcing to enemy to come in from one angle. That's defending for sure on the part of the commander, but he might not even get kills for it, how do you go about rewarding defense points?
Good idea, but the implementation would be too tricky to make it worth the time involved.
Points for blowing objectives though could probably be done easier, and it's much more uniform across the board (either you blew it up, or you didn't) for rewarding points.
hmm, system is not perfect - notice that sometimes snipers are far away and they help their teammates by taing down enemy players - i bet thhen ht esniper would not be in extra point zone
i would rather see that killing enemies that are within specified zones would cause to change the point scaling factor - it would be then true defense, because its the enemy trying to attack the place, and you defend it
dunno but a while back it was mentioned, as well as the capping points too.Also, have the devs considered some kind of defending point system?
Also, have the devs considered some kind of defending point system? I think Battlefield 2 had something like this if I don't remember too wrong.. Basicly, you'd get a point or two when you manage to stop the enemy from capturing the zone and get the bar on your side full again
To me the game has this already - the capzone/defending it when it's threatened. You just award points for it. Thats how it can work on an individual level. The time factor is the bigger picture- your team winning or losing.In order to award points for defensive actions, there must be identifiable markers that define that defense- such as holding a certain area for a length of time
The same thing applies to the offense, in my view; the team must fulfill certain conditions to be able to claim victory- and if they don't accomplish the mission it's a loss, plain and simple,
you can't can you? - aren't you fundamentally changing the game?Now the problem with all this is the $64,000 question: how to incorporate this objective-based type of scoring into RO without a massive overhaul.
I strongly agree - but lets not confuse them and the players with complicated systems.I feel that we should do our best to show the devs that we think it would make a good addition to Red Orchestra by working together here to try and give them ideas for possible defensive scoring systems.