A new gametype that changes the scoring rules of deathmatch, by adding points when dealing damage and removing points when taking damage. Initial release...
It's a new gametype, being a slightly modified version of the standard deathmatch, changing its default scoring system.
In default DeathMatch, scoring reflects the amount of kills you get, subtracting suicides from it. It means that it favors only who deals the last shot, and favors a strategy based on dealing damage when needed. You doesn't need to avoid taking damage to win, you doesn't need to deal most damage to win.
Instead of following the standard scoring, DamageMatch tries to implement a fairer system. The scoring is factored by three values:
These three values are put together every time, checking your current score. It can go either up or down all the time.
Damaging doesn't go up while shooting a shield-belted enemy, yourself (of course) and ignores amounts that exceeds an enemy's life (so redeemer shots and headshots aren't free excessive points).
By applying this new score system, we have a new deathmatch that:
- favors dodging as much as possible, since it'll make you lose less points
- favors doing overall, non-focused damage, instead of doing last shots on dying targets
If you're unhapy about the standard suggested valies, all the four variables that defines the scoring system (percent of damage done, percent of damage taken, percent per kill, percent per death) can be changed via the gametype's rules, when creating a new game.