Scoring system

General discussion of the Project Reality: BF2 modification.
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xambone
Posts: 548
Joined: 2010-04-20 16:58

Scoring system

Post by xambone »

Can anyone explain the Scoring system and the timing of it?.

One day my medic revived me and got 200 points.
When I drop a fob less than 5 mins before the last one it doesn't give me points :-(

I know its not a vital part of the game but it GIVE'S ME SOMETHING TO DO since i have played pr over and over and over.
SnipeHunt
Posts: 801
Joined: 2009-02-02 15:35

Re: Scoring system

Post by SnipeHunt »

I don't know if it has been modified since .61.
dbzao wrote:Well, the scoring system was overhauled a lot.

1. Teamwork points are higher

Healing, reviving, repairing, rearming gives you more points than before (sometimes even more points than killing an enemy soldier)

2. Doubled driver points

Driving can really give you a lot of teamwork points. It was updated so it would give you points even if you leave the vehicle before the passengers (in 0.6 it would only give you when the passengers left the vehicle with you inside)

3. Capture, Neutralize and Defend Control Points

When you capture or neutralize a CP, you gain a fixed number of points. But when defending a CP, each kill you make in a 100m radius of a CP (either you or the enemy being 100m close to the CP) will give you bonus points. So defending will give you much more points than attacking.

4. Defending objectives or commander assets

Like the control point defense, if you kill an enemy 100m close to a friendly Bunker, Firebase or weapon cache (as insurgent in Insurgency), it will give you a bonus for each kill.

5. Crew share points

If you make any kind of score while in a vehicle, any other squad mate in that vehicle will receive the same amount of points.

6. Close-by squad members bonus

If you make any kind of score, squad members 50m close will receive 25% of that score for assisting you.

7. Close-by Squad Leader or Commander bonus

If you make any kind of score and have your Squad Leader 50m close, you will receive a 25% bonus. The same if you are 50m close to the Commander. So if you are close to both, you will receive a 50% bonus.

8. Squad cohesion bonus

The reverse of #7 is also true. If you make any kind of score and have your Squad Leader 50m close, he will receive 25% because of #6, but he also will receive 25% more for having his squad member close to him. Basically squad leaders will get a lot of points just for keeping his squad together (and alive).

9. Team cohesion bonus

This is like #8, but for the Commander. Commander will receive points for being close to squad members that make any kind of points. This will encourage commanders to stay close to the troops to build and defend assets.

10. No negative points for destroying friendly wrecks

You still will get the hud messages "team vehicle damage" but no negative points will be given.

11. No negative points for destroying friendly Commander assets

This can be seen as a negative thing, and I guess smacktards can destroy them without inpunity. But when you are trying to help the commander, and he needs to destroy an old bunker to build a new one in a better position, you won't get negative points for destroying them.

12. Overhauled threat and worth system

Different types of vehicles (and now kits) give you more or less points. It's the vehicle/kit worth. But also players have different threat levels. One very experienced player can be a threat to you, but a new guy with a 0/8 K/D ratio is not as much. If you kill another player that is doing better than you in points/kills/deaths, you will get bonuses.

Another change is that if you destroy an enemy empty vehicle, you will receive the vehicle worth in points (tanks worth 40 points for example). If there are players inside, it adds the threat and the worth of each player in relation to you as well.

This also includes the new commander assets like bunkers, firebases and command posts. Destroying these can give you good amount of points.

If you kill a tank with another tank, you wont get too many threat points, because you are equal to him. But if you are an engineer, with a worth of zero, you will get a big bonus destroying a tank with a mine or C4. Tanks killing infantry wont get much threat points, unless the kit is an AT kit that is a threat to him.

Bear in mind that teamkilling vehicles, even empty ones, will give you big negative scores. Destroying a friendly tank will give you -40 points plus the team vehicle damage and team vehicle destroyed negative points. Most servers could get you kicked for that (I recommend servers update the negative score kick to a lower number, -60, -100 or something).

Losing worthy vehicles will also give you negative points. You have to be careful with your worthy assets like heavy vehicles or even important kits like HAT, sniper, officer, etc.

By the end of the round, the higher the K/D ratio, you get a bigger bonus for staying alive.

I think that covers most of it. We don't actually know how this will play out in-game with a full 64 player server. We will probably see huge scores that we are not used to, but I hope it will reflect good teamwork of squads that stay together and achieve objectives instead of just going after kills.
Best line yet...
Me: "Hey APC, Can I get a ride to squad 6?"
Unknown: "This APC ain't no Taxi!"
xambone
Posts: 548
Joined: 2010-04-20 16:58

Re: Scoring system

Post by xambone »

Wow thanks, that was a great read. Does anyone else have any more to add?
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: Scoring system

Post by rPoXoTauJIo »

Squads that creates FOB's\defences 99% will be best at end of round. Even with no kills. Even if another squad will kill the whole enemy team. ;)
Moszeusz6Pl
Retired PR Developer
Posts: 939
Joined: 2010-06-24 13:41

Re: Scoring system

Post by Moszeusz6Pl »

Capturing flag give 50 points, neutralizing too. Placing FOB give whole squad 100. Suicide is -23 or something similar.

Image
Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: Scoring system

Post by Wakain »

In 0.6, if I remember correctly, the commander was the only one who could build assets, bunkers mostly (oh the joyful scrams in Fallujah Province's vales), I do hope something has changed concerning points (especially concerning the commander role) since then as the whole of PR's gameplay has evolved since then.
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