Stijn
Aug 29, 2005, 06:05 AM
As you might have noticed, I like playing assault games. In fact, the only kind of JJ2 games I play are assault games. So I though it would be cool if I could play them for JDC too. As Assault is (usually) technically CTF, I guess it would be allowed. However, it's pretty sifficult to define the score, because in assault, you only lose or win, without points.
When I asked how this was done on the JDC site, EvilMike replied that he would be interested in a scoring system. So I guess I'd share my ideas with you all =) There it goes:
<ul>
<li>For JDC, assault games should always be played in two rounds. In round two, the team that attacked in round one defends and vice versa.</li>
<li>If the defending team manages to protect its base until the time limit is reached (= the attacking team fails to complete all of its goals) all points that can be scored in that round should go the defending team.</li>
<li>When the attacking team completes all its goals within 50% the time limit (<i>e.g. 10 minutes when the time limit is 20</i>) it should get all points that can be scored in that round.</li>
<li>If the attacking team does not complete its goals within half of the time limit but it does within the full time limit, points are extracted from the total amount of points that can be scored in that round. The amount of points that is extracted percentually equals the amount of time that was needed for completing the goals on top of half of the time limit. <br>
<i>For example, in a game with a time limit of 20 minutes, when the attacking team completes its goals in 15 minutes, it needed 5 extra minutes on top of the 10 minutes needed for a perfect score. This (5 minutes) is 25% of the total time limit (20 minutes), so the "perfect" score should be decreased by 25% to equal the attacking teams' score.</i></li>
<li>If the defending team loses, but after half of the time limit has passed, it should get an amount of points that percentually equals the amount of extra time needed by the attacking team. <br>
<i>For example, in the previous example, the attacking team needed "25% extra time", so the defending team would get 25% of the perfect score - which would be 2 if the perfect score was 8.</i></li>
</ul>
The perfect score is something I'm not sure about. I was thinking about 10 points per round, but perhaps a maximal score of 20 per game is a little too much. Another problem with working with percentages is that you might get scores that need to be rounded down or up. The factors in bold are examples and might need to be changed for this system to work - defending teams get very small scores when they lose in the last minute now. Italics are examples.
So, any comments?
When I asked how this was done on the JDC site, EvilMike replied that he would be interested in a scoring system. So I guess I'd share my ideas with you all =) There it goes:
<ul>
<li>For JDC, assault games should always be played in two rounds. In round two, the team that attacked in round one defends and vice versa.</li>
<li>If the defending team manages to protect its base until the time limit is reached (= the attacking team fails to complete all of its goals) all points that can be scored in that round should go the defending team.</li>
<li>When the attacking team completes all its goals within 50% the time limit (<i>e.g. 10 minutes when the time limit is 20</i>) it should get all points that can be scored in that round.</li>
<li>If the attacking team does not complete its goals within half of the time limit but it does within the full time limit, points are extracted from the total amount of points that can be scored in that round. The amount of points that is extracted percentually equals the amount of time that was needed for completing the goals on top of half of the time limit. <br>
<i>For example, in a game with a time limit of 20 minutes, when the attacking team completes its goals in 15 minutes, it needed 5 extra minutes on top of the 10 minutes needed for a perfect score. This (5 minutes) is 25% of the total time limit (20 minutes), so the "perfect" score should be decreased by 25% to equal the attacking teams' score.</i></li>
<li>If the defending team loses, but after half of the time limit has passed, it should get an amount of points that percentually equals the amount of extra time needed by the attacking team. <br>
<i>For example, in the previous example, the attacking team needed "25% extra time", so the defending team would get 25% of the perfect score - which would be 2 if the perfect score was 8.</i></li>
</ul>
The perfect score is something I'm not sure about. I was thinking about 10 points per round, but perhaps a maximal score of 20 per game is a little too much. Another problem with working with percentages is that you might get scores that need to be rounded down or up. The factors in bold are examples and might need to be changed for this system to work - defending teams get very small scores when they lose in the last minute now. Italics are examples.
So, any comments?