######Ignoring the part of your last post which is clearly b8, m8.
Possible solution: Player has > 75% HP and is outside of their base’s main power for > N seconds, and has done > X dmg to enemy players within the last Y seconds.
Possible solution: Player has < 25% HP, has received > P % of that damage from enemies, is outside of their base’s main power for more than N seconds.
Possible solution: Player has been outside of base for > N seconds, has gear/class worth > C credits/evos, and teammates have done > S damage to enemy structures within enemy’s main base power zone.
I’m saying possible because in reality, I have no fucking clue. What I do know, is that other games use similar situational/dynamic music, and that you even created music to be used with a system like this (once upon a time).
This isn’t going to work with more than two or maybe three tracks. Take a look at how it’s done in Return to Castle Wolfenstein. It (most often) plays one of two tracks: a calm one or one that plays during combat. The track set changes depending on the map, so there’s a lot more variety than you’d think.
You’ll have serious problems not only defining the conditions (as they’re listed in the OP right now) but also composing a soundtrack that won’t end up a total clusterfuck in practice.
I think we should first develop map sound ambience rather than developping a player-actions-regarding-map ambience.
When it comes to sounds, Tremulous is more about the fear of silence than the fear of tension music. Tremulous is fabulous in the way it has simple sounds ambiences and then if you walk away you get scared by the total silence you find there (example : try playing arachnid2 alone)
YOU SHOULD BE SCARED BY THIS SILENCE!!!DO YOU HEAR IT!!! THIS SILENCE IS SCARYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY!!! RUN RUN RUN AWAY!!! IT IS COMING !!!