Also the mod creator could set target scores like
Average keener 100.000 points
Advanced keener 250.000 points
Ultimate keener 1.000.000 points
or something like that.
I don't think this is a problem. I'm not sure what your worried about? that there might be someone playing a keen mod ignoring points and unaware of the new points system. You can write it on the forum in the help file or the player can notice that points farming is disabled. And finally it doesnt matter if there is someone somewhere playing the mod unaware of this new feature.Keen mods have the contextual side effect of association with each other, especially for us oldsters, I would think, who have played the 50+ mods out there as they were released and have collected bajillions of 'empty' points across them.
I agree. essentially there is a tipping point in playing a keen mod/episode from before you can farm lives until you found a level where you can (think about paris in keen 2). And by extension you can often farm ammo too and the high score becomes meaningless too. After that both lives and ammo are unlimited, its only that a certain efford is required too load up again on them. This is a fun aspect but once you pass that point there isn't much to it. Unles ofcourse you make the ammo and points in the levels scarce but then players will quickly go game over without saving and loading. unles the game is really easy.This "Keen context" is a 'feature' with positives and negatives, but point items suffer an immense drawback in it
What mods have this besides pirate keen? I don't think there are that many.A lot of my mods have a maximum possible score, but I don't think that anyone pays enough attention to the high scores to do much with them. It's a great idea if there was more interest but I just don't see people taking it seriously in any of the mods we have out currently.