QUOTE(Revelade @ Apr 21 2005, 10:50 PM)
In another popular game, Counter-Strike, we see this system used on an one-sided effect. While new players do not necessarily get a boost, there is however, a great chance that any downed player may inflict damage to the killer, whether minor or great. With this damage added on, the killer has a better chance of getting eliminated by the next enemy he encounters.
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In halo 1 for PC, I have let people kill me 100 times without moving. The game was set up in such a way that the less points you have, the faster you move. The more points you have, the slower you move. Well, once I had died 100 times, I had -100 points. I moved so quickly on foot that people in banshees couldn't keep up with me.
QUOTE(Revelade @ Apr 21 2005, 10:50 PM)
If the rubber band is to be added to games, the degree of help should only be determined by the computer when calculating player performance. Too often people misjudge skills and in effect, create a greater unbalanced game.
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On the other hand, I know 2 people that play halo 1 for PC quite often. If they are on the same time, the game is all but over. One of them set up a game, where it was him (on the red team) vs 15 other people (on the blue team) with friendly fire off. No one was allowed to use glitches. One person explioted a glitch, and got kicked from the game (but that is beside the point). Guess what? The red team won. Based on this real life example, the rubber band effect is not necessary true.
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lol... nice post! I would give you a karma if I could...