2 rewards suggestions:
1- Remove all rewards, and only keep win/loss rewards (win get 180K, lose get 80K)
2- Remove all rewards, and only keep win/loss rewards (win get 180K, lose get 80K) + some weight class, and role specific bonus rewards.
Also, hide KDR from stats, or add assists.
The NOT TL;DR version:
I know this idea sounds crazy at first, I'm still thinking through it myself, but I figured I should toss it into the forums, and see what ideas you guys can come up with, and whether or not the idea is dumb or not.
The Problem(s):
non-existent role-warfare, and teammates shooting you in the back hungry for the kill rewards, while ignoring objectives.
The hypothesis:
Right now, there is no real role warfare. Any mech can perform all the roles, and the ones that get kills get rewarded the most, which means that pilots who try to play for the objective get no rewards.
So why not remove the incentives causing people to play like rabid maniacs? Make the only thing that really counts for rewards be the end result of the match.
With a flat reward for whether you won or lost + some bonuses based on your mech and equipment (role), people will be more encourage to play in diverse ways, aside from the common death ball.
Not to mention that in group play it really gives an escort mech a reason to be an escort mech, instead of thinking they are being shafted by their own team, since they'll get little to no rewards for being in the second line, waiting to chase away backstabbing lights that may never come.
I remember when we used to do group drops, and me being a light mech specialist, I end up assigned to (or leading) the group of lights that will bypass enemy lines, and screens, so we can get close to their base, wait until the main engagement happened, and then start the cap. The panic that ensues in the enemy team causes them to split, and have more than most of them turn their backs on the front line, which allows the rest of our team to march up, and gun them down quickly.
If they beat us in the slugfest, we win by cap, if they lost to the slugfest, we hunt the rest down. Me stepping on the cap was the critical move that turns the entire match around, yet I was rewarded with only 50K, or some such tiny number. For playing my role as an infiltrator and disrupter. It always made me feel like my contribution to the team was unappreciated, despite the risks I was taking, and the fact that I spend 5+ minutes of the entire match, waiting for the chips to fall in the right place, and trying to sneak around the enemy team, by my lonesome, or with one other mech.
Don't think this is about bringing back base rushes or something specific like that. I'm just saying that the rewards we have, don't encourage people to do anything other than dropping int he biggest mech possible, with as many guns as possible, because damage and kills are the only ways to get half-decent rewards.
The Solutions:
So I came up with 2 possible solutions (I'm leaning towards number 2 myself), that might help fix/alleviate the problem:
1- Remove all rewards, and only keep a flat rewards for winning, and losing (proposed 180K for winning, and 80K for losing. Feel free to adjust the numbers, folks.)
2- Remove all rewards, and put in the flat rewards for winning, and losing, and add mech, and role specific rewards
Win the match = 180,000 C-Bills Reward
Must never be inactive for more than 2 minutes to qualify for rewards.
Lose: 80,000 C-Bills reward (so you can at least break even if you used 2 modules)
These are flat rewards, with the role rewards added as a bonus on top of them, based on how you performed, so that performance still matters, regardless of kills.
Role rewards (need help from you folks for these):
For weight class:
For equipment:
Bonus reward for all pilots, in all mechs, and all roles: more C-Bills for each UAV shot down.
EDIT: Suggestion by WINTERSDARK: AMS rewards for each missile your AMS shoots down, that's targeting a friendly mech.
Edited by IraqiWalker, 29 June 2015 - 03:48 AM.