
Q: Is there a way to adjust the new score detection enemy influence settings to make score detection more like it used to be; i.e., more about whose wall one crashed into?
A: ENEMY_DEAD_PENALTY 0 and ENEMY_CURRENTTIME_INFLUENCE 0 should get you back to the actual crash being taken as most important. ENEMY_TEAMMATE_PENALTY 0 if you want to go all the way and count all crashes into teammates' walls as team kills.
Unfortunately, that's not quite up to it, either. I realise that a server-side recording would be best, but you don't have a regular server up that I've found. Just sumo and fortress stuff. And I dunno how to make a server-side recording myself—or if I even can, given my access to the server.
So, here are a few screenshots just giving one simplistic, quick-and-easily reproducible example (of many) of the "off-ness" I (and others) dislike about the new score detection. This is after changing the above settings to 0 in Shrunkland. In the last example, turning right into red "Elm" would sometimes even award the score to green "Pine."


In these examples, I think the wall crashed into should be awarded the point.
This is what I'm saying!Z-Man wrote:...after all, what really killed you are the walls surrounding it.

I mean, I have no idea how to explain situations like these:
- Two players are engaged in one way or another, one crashes. But some other guy on the other side of the arena, with both his cycle and the entirety of his wall waaay over there, somehow gets the point.
- Players A and B are engaged. Player C comes in and does something to take out one or both of them with his wall. Players A and B get each others' points.
- Player A boxes in player B. Player C goes in to get player B. Player A crashes. Player B crashes into player C's wall. Player A gets the point from B.
- Player A lays a wall down around the arena. Player B and C are battling. Player B goes inside the trash and Player C disengages. Player B drives around a bit and ultimately crashes into something player A had made. Player C gets the point.
- Players A and B are approaching each other perpendicularly, as in the start of a round, with B to the right of A. Player C approaches opposite A. A turns left, C turns left and cuts off B who crashes. A gets the point. (This similar to the screenshots above.)
I dunno, it's difficult to break down sometimes (especially off the top of my head while not playing) because of all the various scenarios and if-then's, but there are definitely a lot more instances now than there used to be when I see an objectionable score awarded.