Mr.Tea, post: 69891, member: 1006 Wrote:It favors the winning team due to the fact that every time the weak team buys an AWP it gives the winning team another one if they wish.
I have an idea for that. What if every time the winning team picks up an enemy awp the losing team gets a free awp buy on round start? I could limit the free awp buy to positive KDR. This would also offset the benefit given to negative KDR players (stimulus money up to 6000). I could limit the free awp purchase further by ensuring the player isn't consistently one of the last 20% to die (might keep it out of camper hands). :eek:
I also could replace the system with maybe something like this:
The player gets awp vouchers and can purchase an awp after 3 vouchers?
1). +1 voucher when they die before 1:00 (losing team).
2). -1 voucher when they're alive while the bomb is defused.
3). -1 voucher when they die beyond 1:00. Exceptions apply.
- a). The player planted the bomb.
- b). The player defuses the bomb.
- c). The player dies near the bomb (planted).
- d). The bomb was planted and the player was within x range of bomb.
- e). The player died within x range of bomb/bomber.
4).-1 voucher when they're far away from the bomb.
- a). Exception: the majority of players weren't anywhere near the bomber. (rambo doesn't screw you over!)
5). -2 vouchers when the player loses the round by round_end.
6). -2 voucher when player buys auto.
7). +5 vouchers when a player makes it to the bombsite (the bomber was heading towards) before 1:00 and before the bomber gets there, he dies a large distance away from site. :eek:
8). +1 voucher when the player kills the player who killed the bomber.
9). +2 vouchers when the player kills the original bomber. (whoever didn't die with it)
10). +1 voucher for killing an awper.
11). A voucher for x rounds on losing team?
We can come up with a lot more situations for rewarding players and change around the # of vouchers given for situations.
Basically, you could build up vouchers for a day, and awp all of the next day.
Note: I can make vouchers last indefinitely, not just until half. Also no, this wouldn't hurt performance. A very simple plugin to make when it's thoroughly planned out. :p
I want to work with the system until it fulfills the following points:
1). Maintains a moderate level of awps.
2). Reduces user reluctance for purchasing awps (wasted effort, hogging, etc).
3). Encourage gameplay which is useful for the team.
4). Reduce camping (commonly attributed to auto/awp on most maps).
5). Negligible impact on team balance.
6). Minimal impact on routine awpers who are beneficial to the team.