I've being working lately on some new concepts for my mod. Maybe some people here would like to read this, I'm also looking for some feedback.
Well, I'm not sure at all if they are new at all or not
, probably not. In fact I took the chess score system as a departure, yes, chess in a western themed mod with team oriented gameplay.
I'm not a chess player, but AFAIK their score system gives lots of points to the player that wins a much higher ranked player, and the opposite. That proportionality is present in my design, player is awarded with experience points if helps his/her team doing something useful (killing an enemy or taking an objective at the moment). Objectives give a fixed amount of experience to all players, but killing other players is like chess. If you kill a much more experienced player (in game experience points) the reward in exp. points is also big. Weapons are also accounted, so less powerful weapon gives more experience because it's harder to use them. My formula is quite simple: ( exp points victim / exp points killer ) * weapon modifier = total exp. gained from a kill. This is implemented yet, there is a experience column in score tab, and death notices also tells how many experience points get every kill.
And the curious part is that all of this is closely related to old west. There were lots of famous gunmen, those who killed them got respect and experience points!
Well, not exactly, but they got free weapons usually, and that's what I'm doing too. There are 2 teams and no classes, but people don't buy weapons like in CSS. Players use their experience as a measure to get available weapons. Every weapon, ammo, etc requires an amount of experience, and you can get whatever you want (there is no primary, secondary, etc.) It means if you want to assign your experience points to 6 cartridges of dynamite and 3 bowie knifes (blunt weapon, also can be thrown and picked again), you can do it. Next respawn you may change your experience assignment to other possible combination. Every possible combination from our err (12?) different weapons + extra ammo +suit protection is possible. However, some measures to avoid abusing should be implemented later, so sniper rifle or explosive arrows are restricted in some way. I'd like to use a real time pricing system so demand increase price of a weapon, but that's something I need to think carefully.
I expect all of this brings auto balancing to game. The core concept of experience usually brings imbalance, because player becomes more and more powerful. That's why I'm tweaking the experience acquired from kills and the weapon experience modifier, so losing team is favored in some ways. In the end I'm also looking from some progressive imbalance, I must tell.
And well, that's all folks. I'm looking for a fast paced game with some strategical thinking and teamplay. Hope our old west theme don't scare possible players, because such genres tend to attract only to genre fans.