6.4 KiB
Competitive Scoring Rules
This document explains how the competitive scoring system works in OpenFront team matches. It is intended for tournament hosts, players, and casters.
How to Enable
In a private lobby, toggle "Competitive Scoring" in the options section. This option only appears when the game mode is set to Teams.
Overview
Each match awards up to 100 points per team, split across three categories:
| Category | Max Points | What It Measures |
|---|---|---|
| Max Tiles | 60 | Peak map control during the match |
| Crown Time | 30 | How long your team held the most territory |
| Final Placement | 10 | How long your team survived |
The team with the most total points finishes #1 on the competitive scoreboard.
The actual game winner is still determined by normal game win conditions (territory threshold / timer), so the match winner and competitive #1 can differ.
Category Breakdown
1. Max Tiles (60 points)
This is the highest percentage of the map your team controlled at any point during the match. It does not matter if you lose that territory later — only your peak matters.
Teams are ranked by their peak tile percentage, and points are awarded by rank.
2. Crown Time (30 points)
The Crown belongs to whichever team currently controls the most tiles on the map. All members of the crowned team display a crown icon.
Crown Time tracks how long your team held the crown during the match, as a ratio of total game time. A team that held the crown for half the match has a crown ratio of 50%.
Teams are ranked by their crown ratio, and points are awarded by rank.
Attacking the crown team grants a 25% troop bonus, encouraging teams to contest the leading team rather than expand passively.
3. Final Placement (10 points)
This is based on elimination order.
- Teams that are eliminated earlier place lower.
- If multiple teams are still alive when the game ends, those surviving teams are ordered by their current tile count at game end (higher tiles = better placement).
Only the top 5 teams receive placement points.
Point Tables
Max Tiles (Top 10)
| Rank | Points |
|---|---|
| 1st | 60 |
| 2nd | 54 |
| 3rd | 48 |
| 4th | 42 |
| 5th | 36 |
| 6th | 30 |
| 7th | 24 |
| 8th | 18 |
| 9th | 12 |
| 10th | 6 |
Crown Time (Top 10)
| Rank | Points |
|---|---|
| 1st | 30 |
| 2nd | 27 |
| 3rd | 24 |
| 4th | 21 |
| 5th | 18 |
| 6th | 15 |
| 7th | 12 |
| 8th | 9 |
| 9th | 6 |
| 10th | 3 |
Final Placement (Top 5)
| Rank | Points |
|---|---|
| 1st | 10 |
| 2nd | 8 |
| 3rd | 6 |
| 4th | 4 |
| 5th | 2 |
Tie-Breaking
If two or more teams have the same value in a category (e.g., identical peak tile percentage), they share the better rank and both receive the same points. The next rank is skipped.
Example: If two teams tie for 1st in Crown Time, both receive 30 points. The next team gets 3rd place (24 points), not 2nd.
How the Crown Works
- The crown is assigned to the team with the highest total tile count (not individual players).
- Bot team does not count toward competitive crown/score metrics.
- All members of the crowned team display the crown icon, making the leading team highly visible.
- The crown updates throughout the match as territory changes hands.
- Crown time only counts during active gameplay (not during spawn phase).
In-Game UI
During the Match
The Team Stats panel has three views you can cycle through:
- Control — Current tile %, gold, max troops
- Units — Launchers, SAMs, warships, cities
- Competitive — Current tile %, peak tile %, crown time
In the current UI, crown time is shown in the Competitive view.
At Match End
When competitive scoring is enabled, the win screen displays a score breakdown table showing each team's points in all three categories and their total score.
Example Scenario
A Trios match with 4 teams ends with these results:
| Team | Peak Tiles | Crown Ratio | Eliminated |
|---|---|---|---|
| Red | 35% | 45% | Winner |
| Blue | 28% | 30% | 3rd eliminated |
| Teal | 22% | 20% | 2nd eliminated |
| Purple | 18% | 5% | 1st eliminated |
Scoring:
| Team | Tiles Pts | Crown Pts | Place Pts | Total |
|---|---|---|---|---|
| Red | 60 | 30 | 10 | 100 |
| Blue | 54 | 27 | 6 | 87 |
| Teal | 48 | 24 | 4 | 76 |
| Purple | 42 | 21 | 2 | 65 |
Red dominated all categories. But consider a different scenario where Blue held the crown longer than Red:
| Team | Peak Tiles | Crown Ratio | Eliminated |
|---|---|---|---|
| Red | 35% | 15% | Winner |
| Blue | 28% | 50% | 3rd eliminated |
| Teal | 22% | 30% | 2nd eliminated |
| Purple | 18% | 5% | 1st eliminated |
| Team | Tiles Pts | Crown Pts | Place Pts | Total |
|---|---|---|---|---|
| Red | 60 | 24 | 10 | 94 |
| Blue | 54 | 30 | 6 | 90 |
| Teal | 48 | 27 | 4 | 79 |
| Purple | 42 | 21 | 2 | 65 |
Here Blue nearly catches Red despite losing the match, because Blue held the crown for much longer. This rewards sustained dominance, not just final snowball.
Why This System?
The old system scored teams only on Max Tiles Owned (peak map control). This meant:
- Early aggression was disproportionately rewarded
- Once a team peaked, the match scoring was effectively decided
- There was no incentive to contest the crown or coordinate attacks on the leading team
- Comebacks were strategically meaningless
The multi-metric system fixes this by making three different skills matter:
- Max Tiles rewards macro expansion and map control
- Crown Time rewards sustained dominance and encourages teams to contest the leader
- Final Placement rewards survival and makes late-game play meaningful