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Idea Assist kills

Discussion in 'Capture the Flag' started by Will88_M45, Feb 12, 2021.

?

Would you like to see assist kills of 1 credit implemented?

  1. Yes please.

  2. Maybe

  3. No, thank you.

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  1. Will88_M45

    Will88_M45 Member

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    Hello, I know this has been discussed in the past. However, it has been a few years and I would like to suggest this idea again. (with a few of my own ideas). Im sorry this is a little long. But, I believe I have given it plenty of detail so it can be fully considered.

    Idea
    The idea is that you get 1 credit, i.e. half of a kill credits, when you assist in killing somebody on the opposite team.
    Previously, when people have discussed this idea, they have said that it could be abused potentially by just hitting everyone and running away.
    This is where I am going to propose something slightly different.
    My idea is to make it so that you have to deal a minimum amount of total damage to the person to get the assist kill. Perhaps at least 33%? (1/3 of the total damage they recieve at least).
    This means that you dont miss out on somebody stealing your kill all the time. However it adds a little incentive to work together in a fight.
    Regarding when medics heal someone you may have been fighting...
    The medic healing/or any other healing will increase the total ammount of damage the perosn has to take in order to die. Hence if the person is healed in any way, then your chance of getting an assist kill is less likely.

    Example
    (using soldier as example here as its pretty balanced in terms of health)

    Lets say your opponent initially has 20 health + 4 steak which is then a total of 52 health.
    1/3 of 52 = 17.3
    Therefore to get an assist kill without the soldier healing you would need to do at least 17.3 damage to their health.
    Now lets say you take the soldier down to half health before they run back and heal fully from a medic.
    Initially they are at 52 health
    You take them down to 10 health + 2 steak = 26 health overall.
    At this point if the soldier was to die, to somebody else, you would get the assist, as you have done half the total damage.
    However they go back to heal so...
    They now have 52 health again
    However the total damage somebody could have dealt to them now increases to the 26 initially dealt + 52 full health = 78 health.
    Assuming you dont attack them again before their next death and that they dont heal up again. Then you have dealt 26/78 health = 1/3.
    This is just enough to get an assist.
    However there are two ways from this point that you may not get the assist.

    1. You do less than the initial damage I stated hence your damage is less than 1/3 of the total so no assist kill
    2. The soldier heals up a second time partially or fully. This takes their total health higher so your total damage drops below 1/3. Hence again no assist kill.


    Conclusion
    In conclusion, this is something quite simple to add into the game, and I believe would give more satisfaction out of a fight with the opponent. Obviously, this is an example set of numbers so you could adjust the 1/3 of the total damage to be more or less if you wanted. But I think this would be quite a balanced value.

    Thank you very much for reading and feedback is much appreciated!!
     
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    #1 Will88_M45, Feb 12, 2021
    Last edited: Feb 12, 2021
  2. Zernaa

    Zernaa Member

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    I think this is a very well written post that covers a lot of ground, and I see why you would want something like this to be implemented. Adding assists would give more incentive for players to work together, and also allow newer players to farm credits easier. The only problem I see with this is that kill farming is already a problem in CTF, because rather than play objectively, people prefer to go around slaughtering randoms. Adding credits & stats for assists, might give people more of a reason to attack & farm newer players, whilst also teaching the newbies to not play objectively, but to just go for kills instead. Other than that, it’s a very good idea!
     
  3. Will88_M45

    Will88_M45 Member

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    Thank you very much for the reply. I see what you mean about the kill farming, although I would say its not very easy to make it effective unless you are better than average at PVP. In that case though perhaps more of an incentive should be added to stealing/capturing the flag.
    Obviously you could add more credits, perhaps 10-15 for a steal to encourage more people to attempt it. The cap credits may have to be increased to accommodate for the steal increase (although I think 50 is quite a good number).
    But if there was some other reward you could add for stealing/capturing then that would be the best option I think. Then the main objective of the game would have a unique reward that you cant get from killing. I'm just not sure what that reward would be at the moment...
     
  4. Zernaa

    Zernaa Member

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    Yeah I 100% agree with you. I think CTF needs to have more incentive for newer players to play objectively, and also have better tutorials so the newbies can actually understand what’s going on. I think adding a few more credits for a steal, and perhaps recovs would be a pretty good way to give more reason for newer players to explore both offensive and defensive positions. Also the problem usually with kill farming is that the better than average players are usually the ones taking part in it haha.
     
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  5. Will88_M45

    Will88_M45 Member

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    I agree too, I have tried to welcome some newer players recently by explaining and helping them play better. However some dont stay around and thats sometimes a little frustrating. In fact perhaps setting up a short video the first time somebody joins that they can watch of a couple of people capping and recovering to explain the amin objective of the game could work.
    Also it might be good to see a spectate option so you can switch between them. Hence newer players could watch some games more easily first off.
    More credits for a recov is harder as it is already quite high I would say. But newer players are more likely to recover than kill the carrier. So perhaps more credits for recovering so the newer players can see more of a reward/incentive.
    Yes I see, I suppose there isnt much that can be done for the better than average players who dont generally steal and cap.

    main**
     
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  6. Forleb

    Forleb Retired CTF Manager
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    While the concept is great, the application of it would be far more complicated than what you have listed here. What happens when a pocket Medic is healing off the enemy as you fight them? What if an ally Mage's healing lands on the enemy? Engineer cake? Water element? Part of me wants to say you could just reverse engineer the Medic healing tracking algorithm & pair it with damage tracking, but it's probably far more complex. This would be great for CTF in general, but I fear that it would be a bit time consuming to make it fully operational when more significant updates could be pushed out.
     
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  7. Will88_M45

    Will88_M45 Member

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    Thank you very much for the reply.
    I dont believe that would be any harder really. As you would just need to keep track of how much healing the player recieves before dying. Then you would need to know how much damage the opposing player did as a percentage of the total health, and do a basic calculation to see if it is more or less than the threshold level (1/3).
    Or another way of putting it... In one players lifetime they will have a certain max health that they have from no additional healing or with additional healing. It is a separate variable than the damage dealt by the opposing player. The damage dealt is the second variable and will always count the damage dealt no matter how much healing the other player recieves.
    The total damage the player deals over the opposite players lifetime can then be calculated using:
    upload_2021-2-12_17-25-41.png
     
  8. FruztalProjects

    FruztalProjects Active Member

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    This is honestly a solid idea, assist kills count as kills in most FPS games, obviously not Minecraft.
     
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