Handicaps, and How they Work
Ok, I've had a few people asking me how the handicaps work, so here goes:
RobMOD uses a handicap system designed to make the Deathmatch
Games in Quake2
better balanced. When a new player enters the Game, he's assigned a handicap. If he played
on this specific server before, RobMOD will recall his handicap, else he'll start with the
default
handicap of 8. The Handicaps range from 0 to 15...0 being Pro and 15 being Novice.
So basically if you join in on the Server for the first time, the Server puts you in the
middle order.
The Reason for this is so that you'll Reach your recommended Handicap faster. We first
tried it
by starting at 15, but then the guys who weren't that good had quite a rough time keeping
up at
first because their Handicaps couldn't go any higher, and the better players' Handicaps
droppped
very slowly. After each map, the Server will go through the score list (in RobMOD, scores are kept
by the amount of kills, not kills-suicides) to determine the
Handicaps for the next Round.
The Player(s) that won the Round will be assigned a lower handicap, while the Player that
came Last
will be assigned a higher handicap. The Games Quickly balances out, giving everyone an
equal challenge.
Damage and Handicaps
Handicaps affect the amount of Damage a Player takes and inflict.
Players with equal handicaps will inflict and receive the normal amount of Damage, but
Players with lower handicaps inflict less damage on Players with a higher handicaps, but
receives more
Damage from those Players and Players with higher handicaps inflict more damage on Players
with
lower handicaps, and Receives less damage from those Players.
The General formula used to Calculate the Damage is:
damage *= (attacker->client->resp.handicap+1) / (targ->client->resp.handicap+1);
So as you can see, you'll have to be pretty good to get a handicap of 0, and VERY bad to get 15.
OK, that's about it....enjoy.