Help - Search - Members - Calendar
Full Version: New Rfk System
Unknown Worlds Forums > Natural Selection > Natural Selection Discussion > Ideas and Suggestions Forum > Ideas for future versions
SmoodCroozn
This is NOT a small change, just to let you know.

My suggestion is this:

Each player has a res value of 1 when the player is spawned. When the player kills someone, the value of the player changes to 2 res. When the player dies after killing his 2nd target, the killer of the player gets 2 res. If someone spawns and is killed, the killer only gets 1 res.

So everytime someone gets a kill without dying, it adds to their player value. A player with 9 kills without dying would give 9 res to the other team if killed.

Everytime someone dies and respawns, their value is reset to 1.

I thought of this as a way for killing better players should reap more res than killing a beginner. It also discourages ramboing because the marines would want everyone to share kills to keep their values low. It could be modified to only work for marines or aliens...

Though I doubt it would be implemented, if it were to, res costs for many things would have to be changed...

Suggestions, comments?
Golath
At first i thought 'Wow this is a pretty good idea', but then i thought about. If say a marine helps the team by killing 10+skulks without dying, then gets ambushed and killed by a skulk then he has pretty much given the aliens a free fade thus doing more damage to his own team than the aliens. So thumbs down unless you change it.
WarningForever
Yea, this isn't such a great idea, maybe a little bit of revamping. You shouldn't punish players for being too good.

However, RFK needs changing. Random 1-3 res is just plain stupid.
SmoodCroozn
QUOTE (Theki11er @ Nov 6 2004, 07:12 PM)
Yea, this isn't such a great idea, maybe a little bit of revamping. You shouldn't punish players for being too good.

However, RFK needs changing. Random 1-3 res is just plain stupid.

Well, look at combat, players that are in higher levels that get killed give more exp than a lower exp player that got killed would... makes sense to me.
Church
What if someone suicides to reset the counter to 1? Make sure to code it so suicide doesn't reset the counter.

Btw, I think the counter shouldn't always go up by one. For example, if a marine kills a Fade, then his counter should go up by 5 or something. If an alien kills a HA/Shottie its value should go up by 5 as well. A shotty kill can up the counter by 2, or something like that.

This truly shows skill. It doesn't make sense thay killing a skulk and killing an Onos should up the counter by the same amount.
RobB
your own skill, the enemy equipment/upgrades/evolutions should flow into rfk calculation -
lets say you are a vanilla skulk and annihilate a full upgraded ha with hmg - you should gain 10 rfk, if rfk should not be removed for a better gameplay.
Faskalia
What about killing an onos? A single rine does usually not kill an Onos, it is more likely that the whole team kills an Onos. Would now go the rating of the killer go up, or the rating of every rine around?
Church
Every marine that helped kill the Onos would go up by 2 or something I'd imagine.
Winter
Wait so you're saying that, when I play as a fade, that when I die the marines will gain about 50 res for killing me? That's not cool.
Morphs
Indeed, seems like an unnecessary buff for the marines to me. As the higher alien lifeforms are meant to kills lone rines with ease, they become worth a lot of res for the rines. Killing a fade not only means 50 res wasted for the aliens, but also a big res bonus for the rines.

What the system does for sure is add more res into the game, which will make the ns games shorter.

Now that I think of this, this system would suit combat a lot more then ns.
Haze
RFK needs changing in the fact it needs to be removed.
exileSoul
QUOTE (Ha.ze @ Nov 7 2004, 07:08 PM)
RFK needs changing in the fact it needs to be removed.

why? its a form of res flow. if a marine/alien can kill they should be rewarded. i dont think ur thinking hard enough about the consequences. think about it, it would encourage rambos because ur death costs nothing. u can walk into the hive 7 times trying take down a node and the aliens could not do much.

anyways. i like robb's idea but i think rfk should be capped at 4-5 res.
Bishop_X
I would wouldn't use kill count for this as a good skulk with 3-4 kills would be worth more than a gorge who just set up a giant WOL, or was about to drop a hive. In short your system would only reward for killers, not for stopping a alien res expansion, or knocking out a lerk that was gassing an area or stopping a pg from going up.

Instead it would work better to give a fraction of the upgrade costs as rfk. for aliens it would be (player)+(1/5 (weapon+ equipment))+(1/3 armor). where player was equal to the average upgrade plus 1, so a vanilla rine would be worth 1, while a 3/3 marine would be worth 4. (I know this needs to be tweaked, but unless we can use a parial res count, this is going to be large).

for the marines a life from would be worth 1/3 of total res spent, on life from and upgrades, with a minimum of 1.
Haze
QUOTE (dsX.exileSoul @ Nov 7 2004, 07:47 PM)
QUOTE (Ha.ze @ Nov 7 2004, 07:08 PM)
RFK needs changing in the fact it needs to be removed.

why? its a form of res flow. if a marine/alien can kill they should be rewarded. i dont think ur thinking hard enough about the consequences. think about it, it would encourage rambos because ur death costs nothing. u can walk into the hive 7 times trying take down a node and the aliens could not do much.

anyways. i like robb's idea but i think rfk should be capped at 4-5 res.

RFK does encourage rambos. You get rewarded for killing something, why do you have to stay with the team? When you dont get rewarded, and there is no consiquence for dying, I dont think that encourages rambos more. Go ahead and walk into a hive 7 times. See how useless and futile your efforts are, how boring it is.

RFK also unbalances the game in the early state. If the aliens get a lucky start on the marines, then one gets to go fade, gets even more res for kill, its just a snowball rolling down a hill. It makes end games last longer for marines if they are losing. All they do is hole up in the marine start, wait for the RFK to trickle in, then HA train back to the hive? Thats fair? I dont think so, when aliens are on the brink of distruction, Marines have 3/3 upgrades because of the RFK, same with heavies and HMGs, how do the aliens make a comeback? They cant.

RFK unbalances the game. Its unnessarry, and only shortens what could be a great, fantastic and long game, cutting the fun on both teams.
exileSoul
QUOTE (Ha.ze @ Nov 7 2004, 09:00 PM)
RFK does encourage rambos. You get rewarded for killing something, why do you have to stay with the team? When you dont get rewarded, and there is no consiquence for dying, I dont think that encourages rambos more. Go ahead and walk into a hive 7 times. See how useless and futile your efforts are, how boring it is.

RFK also unbalances the game in the early state. If the aliens get a lucky start on the marines, then one gets to go fade, gets even more res for kill, its just a snowball rolling down a hill. It makes end games last longer for marines if they are losing. All they do is hole up in the marine start, wait for the RFK to trickle in, then HA train back to the hive? Thats fair? I dont think so, when aliens are on the brink of distruction, Marines have 3/3 upgrades because of the RFK, same with heavies and HMGs, how do the aliens make a comeback? They cant.

RFK unbalances the game. Its unnessarry, and only shortens what could be a great, fantastic and long game, cutting the fun on both teams.

rambo's dont get rewarded, the team does, as for aliens, why wouldnt get res? if they can kill on their own they deserve it. if you didnt know already, skulks in groups get owned quite horribly. my point is, for example a 6v6 scrim. 4 marines can rush a room and shoot down a res node within seconds, skulks come and kill those 4 marines, but now they dont have enough res to put down another tower, and with 1 rt chances are they wont get any. a whole new strategy of ip rushing rts would unbalance the game completely.

if marines get owned by one skulk, great, they deserve to lose and allowing that skulk to go fade will make the process faster. you say marines stay in base, but who says you have to rush them? just get 3 hives and use ranged weapons against them. heavies are meant to finish games. if heavies were meant to die the game would never and and in the long run aliens would eventually get the lucky break and win.

removing rfk will NOT make the game last longer. it will just end much sooner.
SmoodCroozn
QUOTE (dsX.exileSoul @ Nov 7 2004, 11:35 PM)
removing rfk will NOT make the game last longer. it will just end much sooner.

So you are saying removing rfk will make games faster?

I'm sorry but you are wrong.

RFK is used to give the winning team a faster win to make games shorter as said by the devs at one point...

How does the system I propose encourage ramboing? If someone does rambo and gets kills left and right, he would still only get 1 res per kill if the other team is not skilled. If however, the rambo does get multiple kills, killing him would score a big bonus to the opposing team which gives the other team a chance.

In fact, this system would make ramboing more risky since if you are getting a good streak, every time you get another kill, you have to be more careful about dying... I guess suicides won't reset your res value since it could be exploited.

If this system weakens aliens... well we could offer it to only work on marines, like I suggested previously.

To me, it makes sense that killing a more skilled player should reap more rewards than owning a nub countless times.

So before you make accusations that don't make sense, be sure to think this out since it is a very complex system.
BigD
Interesting.
Darkwolf
Personally, (for aliens) I like the feeling of getting res for my kills which makes me acually DO rambo out and get more. In this way, I dont rambo for fade. I infact use the rfk to put up the hive faster than anyone else. I do agree that the random 1-3 kills should be changed though

Btw, If I can get a good run, I can normally put up a hive at the 2-3 minute mark. Wither thats good or not is your choice.
MistenTH
I've accepted that RFK is now a part of NS, but my gripe with it is that it rewards killing, but does not reward building and destroying vital infrastructure.

My other gripe is that skulks give way too much RFK.

Maybe RFS (res for score?). Not directly scalable with score (e.g. building a rt giving 3 res would make alien expansion too fast). Something to reward the other teamplayers as well.
RobB
as long as the whole alien team doesn't benefit from the rfk it IS inbalanced since the marines can buy everything from rfk - even illegal dope for their catpacks.
exileSoul
QUOTE
How does the system I propose encourage ramboing? If someone does rambo and gets kills left and right, he would still only get 1 res per kill if the other team is not skilled. If however, the rambo does get multiple kills, killing him would score a big bonus to the opposing team which gives the other team a chance.

and i thought quotes would make it easier as to who i was talking to. anyways, im just saying marines could easily own aliens. all they had to do is basically upgrade catpacks and rush their nodes to shoot them down. hand out 2 shotguns, 1 for each side of the mapp and catpack the nodes down. before you know it aliens would be down to 1-3 res nodes and on the verge of losing. i DO like your idea, im just sayin the what I think the effects of removing rfk would be
the_x5
*sigh*

/me points to signature's #1 for zillionth time


Some one give me a sensical, logical arguement for why RFK for marines makes any sense and is more fun.

So what if removing it means longer games, at least they'll be more fun and focused on TEAMPLAY contol of territory rather than kills&deaths Oh and let's not forget what the public voted by a landslide on the "longer games = better?" poll, ok? The only reason why marines got RFK in the first place was to be sure aliens and marines were balanced. It was a simple, dirty fix that didn't require playtesting which seemed perfect, but predicting human behavior isn't simple and two things spawned from it: rambos & marine "turtles" You are defending both of those if you don't want marines to loose their RFK, which imao is incredibly either: stupid or uninformed.
Krad
Krad's Official Stance on RFK...

RFK needs to go for marines, simple as that. It makes zero sense.

RFK needs to go for the Gorge <UNLESS> it is a healspray kill. You deserve some reward for a healspray kill.

RFK should stay for all the other aliens as they are all close combat aliens, HOWEVER, you should only get ONE point per marine, no matter the equipment.

Thank you all for staying through this whole lecture, there will be a quiz on Monday, and I'll see you all later.
the_x5
QUOTE (Krad @ Nov 8 2004, 10:12 PM)
Krad's Official Stance on RFK...

RFK needs to go for marines, simple as that. It makes zero sense.

RFK needs to go for the Gorge <UNLESS> it is a healspray kill. You deserve some reward for a healspray kill.

RFK should stay for all the other aliens as they are all close combat aliens, HOWEVER, you should only get ONE point per marine, no matter the equipment.

Thank you all for staying through this whole lecture, there will be a quiz on Monday, and I'll see you all later.

Awesome. I'm going to add your quote onto my official list of top suggestions post. smile-fix.gif
Krad
QUOTE (x5 @ Nov 8 2004, 09:18 PM)
Awesome. I'm going to add your quote onto my official #1 I&S. smile-fix.gif

Yay! ALSO... as an addendum... Acid Rocket kills should also not grant RFK. Nor should Para kills. Nor should ANY ranged weapon.
Radagast
this is stupid cause aliens could "let" a player have 10 kills really quick, then get their teams chosen fade-skulk to kill that marine and he is 10 res closer to fade in 1 second. THis could lead to 1:30 fades....which we dont want.
the_x5
QUOTE (Radagast @ Nov 8 2004, 10:28 PM)
this is stupid cause aliens could "let" a player have 10 kills really quick, then get their teams chosen fade-skulk to kill that marine and he is 10 res closer to fade in 1 second. THis could lead to 1:30 fades....which we dont want.

Oh yea... also good point.

And besides, if you have a system where better players = bonus resources then you'll further ruin the capability of powershifts and guarantee to have a boring game of this stacked team of 1337's versus these newbies. If it's unbabalce that's fine, let the scales tip as they should. Just let's please not try to make it to where you are violently slamming the scale to one side or another. That kind of fast, assured victory gametype already exists. It is called Combat.

verdict:

*vote no*
Krad
/me votes no and sticks with his position on RFK.
Haze
QUOTE (dsX.exileSoul @ Nov 7 2004, 11:35 PM)
QUOTE (Ha.ze @ Nov 7 2004, 09:00 PM)
RFK does encourage rambos.  You get rewarded for killing something, why do you have to stay with the team?  When you dont get rewarded, and there is no consiquence for dying, I dont think that encourages rambos more.  Go ahead and walk into a hive 7 times.  See how useless and futile your efforts are, how boring it is.

RFK also unbalances the game in the early state.  If the aliens get a lucky start on the marines, then one gets to go fade, gets even more res for kill, its just a snowball rolling down a hill.  It makes end games last longer for marines if they are losing.  All they do is hole up in the marine start, wait for the RFK to trickle in, then HA train back to the hive?  Thats fair?  I dont think so, when aliens are on the brink of distruction, Marines have 3/3 upgrades because of the RFK, same with heavies and HMGs, how do the aliens make a comeback?  They cant.

RFK unbalances the game.  Its unnessarry, and only shortens what could be a great, fantastic and long game, cutting the fun on both teams.

rambo's dont get rewarded, the team does, as for aliens, why wouldnt get res? if they can kill on their own they deserve it. if you didnt know already, skulks in groups get owned quite horribly. my point is, for example a 6v6 scrim. 4 marines can rush a room and shoot down a res node within seconds, skulks come and kill those 4 marines, but now they dont have enough res to put down another tower, and with 1 rt chances are they wont get any. a whole new strategy of ip rushing rts would unbalance the game completely.

if marines get owned by one skulk, great, they deserve to lose and allowing that skulk to go fade will make the process faster. you say marines stay in base, but who says you have to rush them? just get 3 hives and use ranged weapons against them. heavies are meant to finish games. if heavies were meant to die the game would never and and in the long run aliens would eventually get the lucky break and win.

removing rfk will NOT make the game last longer. it will just end much sooner.

Sorry I was away from the thread. *ahem*

Yes, marines get rewarded. Indirectally. If the commander is getting more income, who gets more equipment? The marines. The fact that the marine is getting RFK gives him equipment or upgrades (overall benifits) at a sooner time. Having no RFK encourages the marine to hang back and stick with his team. So he doesnt give RFK for dying, why go and rambo for nothing, when you have to wait in a spawn cue? Why not survive? Why not use teamwork? Besides encouraging teamwork on both sides, this also..

-Increases game times.
-Gives both teams fairly equal opportunties for comebacks. No longer do the marines have that ultimate stand, then strike back with massive res for kill, where aliens have nothing.
-New Tactics. The commander can not rely on RFK to keep income flowing. Neither can the aliens. The RTs gain back some significant value.
-Alien hive importance. Now gaining the res to get a hive is fairly harder. The hive must be kept up at all costs.. this should create those "epic" second/third hive battles in the old 1.0x version. The res takes a little while to accumulate, so if its taken down now, you've bought yourself a ton of time as marines, while aliens must hold their own once againt to attempt the hive again.

RFK can not do any good. Its a gimmick for the "average counterstrike" player, he needs to see immeadiate results from his actions. He cares nothing about his team, only himself. Now he can gain benefits while not helping the team, only looking out for himself. We're trying to drive these players away, but we're only doing the opposite. Team players are driven away by this redeclious system.

Remove RFK.
the_x5
Yes Haze, especially considering that NS is a strongly TEAMPLAY game.

Rambo must die. Having RFK makes the game end sooner or draw boring, long stalemates. (marine "turtles")


I believe we have discussed this to death. tounge.gif

*lock request*
SmoodCroozn
QUOTE (x5 @ Nov 8 2004, 10:38 PM)
QUOTE (Radagast @ Nov 8 2004, 10:28 PM)
this is stupid cause aliens could "let" a player have 10 kills really quick, then get their teams chosen fade-skulk to kill that marine and he is 10 res closer to fade in 1 second. THis could lead to 1:30 fades....which we dont want.

Oh yea... also good point.

And besides, if you have a system where better players = bonus resources then you'll further ruin the capability of powershifts and guarantee to have a boring game of this stacked team of 1337's versus these newbies. If it's unbabalce that's fine, let the scales tip as they should. Just let's please not try to make it to where you are violently slamming the scale to one side or another. That kind of fast, assured victory gametype already exists. It is called Combat.

verdict:

*vote no*

1) Your argument is unrealistic because if you "gave" the marine team 10 kills not only do you give them 10 res as well, but this would require giving up territory and res nodes as well... If you wanted this scenario to happen, first you would need to organize a suicide alien team. Then you would need to find a marine alone which can happen, not all the time although. Then, you would decide to kill him. You would need the killer to be EXACTLY the person who is good at fade AND make sure the player is a nub because if he's a clanner what makes you think he would get pwned easily? Finally, I also said in my first statement that this could be implemented for A team, not both if it was unbalanced. What you say is possible, but isn't it ALSO possible to "let" the uber fade player get kills in beta5 NS anyways?

2) I will say this again and again: this system does not make better players have bonuses. In fact it is the opposite, the better a player becomes, his bounty increases as well which means tension will still be applied to better players even in a pub game. So now you say you want powershifts and turnovers eh? Well my friend, if a UBER l337 clanner is owning with multiple kills and a player happens to kill the clanner? Guess what, the power is shifted to the player.

3) What this system DOES encourage is a better balanced out kill score. This means the team with this system is encouraged to take turns and allow others to charge first instead of themselves. Therefore I see clanners giving nubs a bigger role and stepping in only when needed instead of heading out first into the scene and taking out the entire alien team while the rest of your team walks in with nothing to shoot. I believe the only true balanced RTS matchup system is the warcraft III system where players are ranked by levels since all the players know it won't be impossible, but still a challenge. Since NS can go nowhere near that level of coding, I believe this system would work well. In a balanced skill game, no player will necessarily outshine the rest. In a "stacked" game, the better players will still have a challenge against average players.

Bottom line: It punishes ramboers, and gives a reason NOT to be alone, which increases teamwork. It allows better players to step back once and a while to give beginners a somewhat bigger role. It even makes a game where you have incredibly skilled players versus average players a challenge for the skilled players as well. Please don't tell me if a team has better players they SHOULD win since it is far more enjoyable if both sides are even. The game should not be impossible to win, but at the same time still a challenge.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2009 Invision Power Services, Inc.