I think there should be an added level system in tremulous like you can earn experience points from kills! there should be a command similar to the admin level command like !level
this may make tremulous players more active to reach goal of higher levels… Also people could gain extra experience if they get a double/triple/quad/rampage kills!
This would work with a better scoring algorithm that is based on more than just kills, and on more than just damage to killed enemy players and enemy buildable like gpp has, but rather an algorithm based on activity that reflects the quality of your contribution to the Tremulous game play overall. I mentioned somewhere else on the forums about having a score system that is actually designed for the Tremulous game play (player to player combat, quality building skillz, quality base attacks, quality team coordination).
But score should not be the only factor in elevated “levels”/abilities, but rather should be a component in a karma system, where factors would also include things like the passing of spec/mute/kick/denybuild votes (not to worry, the vote system will be working a lot better than on slacker’s qvm) , being muted/kicked/banned by admins, calling frivolous votes on other players, calling approriate votes on other players, griefing activity, etc (“rage quitting” would not be a factor ) .
So if you play well and behave as a good member of the community long enough, you gain more privileges and abilities, maybe even some administrative abilities at the top “levels”. This could even help when considering applications for admins. Additionally, there would be a greater downside to being banned, even if you manage to evade and come back with a different GUID, that GUID would not have the same privileges as your banned GUID, and you would be starting from scratch (evasion could even reduce the karma on your banned GUID).
once upon a time on amsterdam unlimited AFAIR, there wan an auto-balance mode that remembered how many times a player was on the winning team and then prevented ppl from joining a specific team to keep the number of ‘winners’ balanced in both teams. sometimes it was frustrating but in general it worked.
this kind of ‘karma’ could be used be used for scoring / levels. but as @Hendrich said, it’s easy to make new requests
We were already planning on getting a karma system working on the 1.3 qvm, not only that, work has already been done for it. We want people to brainstorm ideas for improving the game and the community, no matter how impractical at first it might seem, this is why we created the Evil Genius Think Tank category. GrangerHub development may or may not decide to implement a form of proposed ideas, others may or may not decide to implement a form of proposed ideas, proposed ides might inspire good spin-off ideas, spin-off ideas of proposed ideas might inspire good spin-off ideas, etc…
Constructive criticism is a good thing and has a place for analysing, evaluating, and refining ideas. But creative synthesis is essential to have ideas to explore and search for the epic ideas. [color=“red”]So keep the ideas flowing!!![/color]
Karma can also be used as a way to reduce griefing opportunities, and reduce the potential damage a new player or a ban evading player can do.
Have unregistered players have the greatest restrictions in chat, in voting, in map selection, in building (in relation to registered players, and registered players with higher karma), etc.
Then have the lowest karma “levels” (starting from registration) gradually increase their abilities to the point where after a few weeks of regularly playing, not getting into trouble too much, and thus increasing your karma, you would enter the “mid-range” karma and obtain the same abilities as a registered player now.
As you progress through this mid range of karma you would get the fun perks that blowFIsh mentioned above.
Once you enter the high range of the karma, in addition to some more fun perks, you would get some basic administrative abilities.
There could also be some abilities that are relative to other players with differences in karma, like being able to see in /listplayers the registered names of players with the same or lower karma as you, but not being able to see the registered names of players with higher names as you. Or not being able to decon buildables placed by players with higher significantly karma than you. Non-map related votes might also be weighted for different “levels” of karma.
Admins would still have karma, but would have all of the abilities, with the exception of the fun perks, as the highest karma “level” but with additional admin powers. Admins would still have to earn the fun perks by earning karma like everyone else.
Constructive criticism is a good thing and has a place for analysing, evaluating, and refining ideas. But creative synthesis is essential to have ideas to explore and search for the epic ideas.
Nah, fuck that. Fuck you. Fuck ideas. Fuck your ideas. Here’s an epic idea: lets be condescending fucks and shut down every idea someone will bring up on the forum so that we can have a monopoly on ideas. Only the few elite will have the privilege of shaping Tremulous. Aquinas spoke of the mythical city on the hill, soon that city will be real and we will be crowned its kings.
We also need to make it open world with 2 different continents and the only way to travel between them is with boats and zeppelins. Or just go play WoW instead.
I’m sorry for not wanting wallwalking tyrants shooting plasma from their asses either.
Hmm, I like it . F server had every alien use wall walking, btw, and that was fun and trippy.
But seriously though. There is a big difference between brainstorming ideas and implementing ideas. GrangerHub development isn’t going to be implementing everything discussed, some independent developers might try some of the things discussed in mods that GrangerHub doesn’t implement, and there will be ideas discussed that will never be implemented by anyone for any mod in Tremulous. There is no risk in intellectually exploring ideas with an open mind, that is how you find the buried treasure ideas.