I'll try and give an example...Argh? Maybe Seymour's too tired to fully understand you, but what kind of 'assist' are you describing?
Actually that's a great reference. Sports is a good way to think of it.I think he means, so that if someone tries to kill steal - and they succeed - you still get some credit for it
Aussie Analogy:
In soccer, someone sets up a goal, his teammate does a trick and scores the goal instead, the other player is awarded a goal assistlol i iz noob
This is something similar to what's in the BattleField series.
I quite like the idea.
What I'd suggest is that if someone kill steals off you (i.e. you've dealt say, 70% of the damage, and last dealt damage on the person in the last 10 seconds, and someone comes in and gets the final shot), you get Half a point. Now, the game doesn't necessarily have to display the half points, it just has to count them. This way, if someone else kill-steals Twice, you get One point. I don't think you should still get the full points, as it's partially your fault for not landing the final blow, but I'd still like some kind of "compensation" for time spent whittling down their health.
I'd also like to see a similar kind of thing with Flag captures. If one player steals the flag, and holds it for 80% or more of the time, (i.e. there's a standoff, or they throw the flag the last little bit to their base), and then someone else grabs the flag (in the case of the standoff, say the player dies a few moments before their flag is returned, and a teammate picks up the flag) and then caps it, the player who did most of the work should still get some kind of Capture Assist. Once again, I'd suggest half a point, so If it's a tactic, the player can still have some points to say he was actually doing something useful there.
In reference to the Capture assist, when I'm talking about points, I'm Only meaning Personal points, not team points. It would be ridiculous if one team got 1.5 cap points for each cap.
What I'm trying to say, is if the play is using a tactic where they grab the flag, fly back close to their base, throw to HoF, HoF moves last 2m and caps, rinse repeat, The player who was going to the trouble of grabbing the flag and doing 90% of the work, should reap some kind of benefit, rather than walk around with a 0 score. (Remembering that kills and cap scores are listed separately)
Novaz I understand what you are getting at, but you mustn't have read my post properly. The HoF still get's the full point. All I'm saying is that the capper should get some point recognition (hence the Half points).
It's like in Team Death match.
It doesn't actually matter who on your team gets the points, but if one player does 90% of the work for every kill, then another player comes up and finishes the guy off every time, then the first player would get no recognition. Sure, the people who were paying attention would Know that the player did 90% of the work, but I still think most people would like some points as recognition. I'm not sure how you're saying it's different between caps and kills.
Little memory refresh: Those stats included kill assists as well as flag assists.@Stats: I do plan to at least implement a stats system similar to what was on the NanuNanu servers. I really liked the points system (even if it was a bit poorly tuned), I think it was far better than Kills/Deaths and gave people real goals. [...]
Well, maybe in Deathmatch, but in CTF it would just distract players from the main objective.
I'd much rather the game score you for skill moves. Mid Airs, consecutive kills, assists, grabs, caps, consecutive caps, enemy proximity+ returns, did you wreck 4 players return the flag, grab a flag, take it home and cap. Imo, it should be worth something. A rank, a stat, a score, a point something. Encourage teamwork by giving it more meaning and incentive than just wanting to get better or winning.