Raptor007 / aq2-tng

Action Quake 2: The Next Generation. Raptor007's sandbox for testing changes. When verified stable, this code is pushed to the official aq2-tng repo:
https://github.com/aq2-tng/aq2-tng/tree/bots
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sv_truedamage #145

Open MVarland opened 1 year ago

MVarland commented 1 year ago

I propose to change the way the damage column in-game is calculated by introducing sv_truedamage

The idea is that the weapons should still be as strong as they are, but the calculations for the damage column should be “True Damage” rather than what we have today.

Example: Consider players A, B and C

  1. A looses 85HP due to getting shot multiple times by B
  2. A kills B
  3. C kills A due to headshot

Damage column totals in this scenario should be: Player A 100 Player B 85 Player C 15

It might look unfair for Player C since shooting headshot is “hard”, but Player C was rewarded the frag even though player B did most of the work.

It would be cool if the bleed would also be considered but it might be harder to implement if multiple players has damaged a bleeding opponent?