Griefman will simply get his mob of cronies to perform a coupe on this system. It’s another grief tool.
BRINK suggestions forum
Any player interaction can be a ‘grief tool’ including withholding teamplay interactions of the game such as heal/revive, etc. I think you’re unfairly dismissing what ragoo is saying because he disagrees with you. However, kick voting and voting in general is a system proven to work across a broad spectrum of games (among other things) with a voting base varying from 4-8 in l4d to 24+ in quake wars. Ragoo’s team captain idea is not entirely new and certainly not unreasonable… even if I consider it to be needlessly complex.
Damn, I thought I was the first one to come up with this one 
But I have to add that I never had bad experiences with vote kick in ET:QW. Maybe there weren’t so many kiddies around in it 
I don’t know of any games that used it, just a modification for a game and the structure for how some community servers are administrated/regulated 
I didn’t think that simple kick votes are abused overmuch in PC games. Certainly not in the one’s I’ve played. I don’t know how well it works among console crowds (or even if it is a practical option on a controller) so I can’t comment on that.
To be honest I rarely encounter grieving in the games I play. The only ones I can remember is in RS where a player Tk’d me each round because he didn’t like my flash bangs.
But maybe we haven’t experienced the abuse so much because we join the servers with the good players and automatically avoid the nooby kiddie-servers with all the tkers 
Newcomers may not have this kind of knowledge …
I just don’t see it on whatever server I join.
Another thing I picked up from SH. Killing players near capture points awards more (double) the xp then when you would shoot them anywhere else. I think it’s a brilliant idea as not every kill in an objective game is equally valuable. You can kill players near their spawn but they’ll just respawn to fight another game, killing players near an objective is the difference between winning or losing.
Brink could draw this even further and refine it. Killing any player near major objectives awards bonus xp and killing players near minor objectives with the appropriate class (a soldier near a destruction objective) awards xp as well.
[QUOTE=tokamak;203241]Brink could draw this even further and refine it. Killing any player near major objectives awards bonus xp and killing players near minor objectives with the appropriate class (a soldier near a destruction objective) awards xp as well.[/QUOTE]It’s supposed to be a team game. Every class has it’s benefits in any situation. I don’t want any more engineer / covert ops only teams like often seen in ETQW. 
[quote=tokamak;203207]The entire reputation is just plain bullshit. People vote for all kinds of reasons next to whether that player is a griever or not. They might not like the nickname, be jealous on his performance, maybe one of his friends don’t like the player, etc etc.
You’re only adding an extra tool to the griever’s kit.[/quote]
No, reputation would be based on the some of the same social values as you have in real life. Contribute and people find you valuable, be an annoyance (for whatever reason) and they won’t. You seem to fear this kind of accountability.
Ragoo has good ideas on what to do with the end data and in the other thread there were ideas on how to limit vendettas.
Right now you probably pick a server, with people you “like” and an admin who kicks people you “don’t like”. This is great if you’re happy confining your experience to a handful of servers but BRINK will not do that in several of the modes. Having a system that provide some level of quality isn’t bad, if the benefits of using it are explained people will see the value.
IMO it’s worth looking at because games are only going to get bigger and along with that they’ll bring all the social debris and anti-social behaviours with them.
I’m talking about killing specific classes not awarding xp to the class you are. Killing a soldier who is about to blow something up is more useful than killing a medic near that same objective.
Good point, killing a medic near a group of his downed team mates should be worth more than one just leaving his spawn.
nope, just leads to camping the objective. I’d rather see the only bonuses be given to those who complete objectives or take an active part ie: healing principle at objective, holding chokepoints, things that actively contribute to winning. Otherwise everyone will just camp for the bonus
[QUOTE=tokamak;203267]I’m talking about killing specific classes not awarding xp to the class you are. Killing a soldier who is about to blow something up is more useful than killing a medic near that same objective.[/QUOTE]Sorry I got that wrong. Our approach in clanwars was always “kill the medics first!” because they keep the ones doing the objectives alive. If you kill the enemy soldier / engineer he will simply get revived. Kill the medic and others may be killed for good. Of course having a weapon that immediately gibs changes that.
lol, a favorite, on Fuel Dump (W:ET) dropping an engi doing the plant then rifle nading the cluster of hero medics
If you are motivated by XP in a game, then I guess that would be a good idea. However, the medic who kills you, while you are trying to kill the soldier planting is just as important kill wise.
Im not a programmer, but I would imagine that would be pretty difficult to pull off. 
Killing someone who had to run across the whole map is far more effective than killing someone near his own spawn.
depends if you can just block off their spawn then I guess that’s round about the best way to win a game, but also the lamest (isthataword) imo.
Also killing somebody completing an objective would be the msot usefull in my eyes, not necesarily killing the person that is the furthest away from spawn (maybe they went the wrong way
)
and @ the kill medic or engi disscussion, alwyas take the engi out and gib them so the medics can’t revive. most of the time you can gib before the medic can switch to syringe and the medic thinks you are missing him, so sometimes, byt the time the medic takes you out he only just realises that he lost his engi and he’s ****ed 
Those are the best moments hehe, seeing the medic turning around while you lay there thinking “Hey were did my buddy go?”
Someone running way up a hill to snipe, but he can’t shoot(too long distance or generally noob) or a medic near spawn killing 5 guys in a row. Who is the priority #1 target here?
IMO leave all xp bonuses out so people start playing for the win, not xp.
One can be driven mad trying to quantify what should and shouldn’t be rewarded in such a complex system. And a complex enough, non transparent system approaches percievable randomness - I found that out trying to make a highly parametric score system for this game. Without information about what factors contribute to score, it’s hard to tell why the score is as it is. And to provide the full amount of information results in feedback overload. It’s often not worth it. Just define a few obvious goals, and let players attempt those goals from whatever vector they like, not worrying if their choice of solution is in line with what an XP reward set implicitly dictates the correct approach is.