Roles and XP Incentive based game play and Clans
#1
Posted 31 March 2012 - 04:03 PM
Spotting Enemy Mechs (Scout)
Destroying Enemy Mechs (All)
Arriving at Locus Points (placed by the Lance Commander)
Essentially the Commander will have authority because he will have a bag of free candy and Scouts will scout for the free XP and so on.
Of course this does raise the question of whether or not people share the XP for a kill or if it is purely for the person who dealt the finishing blow. I would suggest sharing based on Damage % as that would screw over the Attacker/Defender guys the least.
And don't mistake unless the artillery strikes are soft and delicate the Attacker/Defender guys will get screwed on a very regular basis and enjoy a pay of Locus Point candy for many of their victories.
Now moving on to next year and the Clans. The Invasion. The XP model will be similar but different for a clan player. Theoretically the each pilot would have a marker that gets applied to their foes and the only way for the Clan pilots to gain XP would be by landing the killing blow and dealing 75% of the total damage to a Mech with their marker on it.
Do the clans sound ripe for griefing? I think that's unavoidable.
Do i have a point? No, just brain storming.
#2
Posted 31 March 2012 - 04:06 PM
It could be an online version of MechAssault and I'd still play it.
#3
Posted 31 March 2012 - 04:39 PM
#4
Posted 31 March 2012 - 04:55 PM
It should be 12 vs. 2 stars (10 mechs)
That helps even it up. Clan on Clan
Personally I'd love to see battles where we had a battalion in the fight.
36 vs 36... hehe with hotdrops (3-4 mechs each)...
Oh the mayehm
Come on, lets do it...
#5
Posted 31 March 2012 - 04:59 PM
if the Mechwarrior fan is anything, they are Alpha types ,(you know you are!) In a team sport, the team wins or the team loses ,we
dont need rouge players padding their personal stats . Ive played other games that prove to me some
Players will lose the game for the team , just so they can "get the KILL"
I want to win.
I like to win.
Winning teams need to be rewarded.
The least player on a winning team should earn more than the best player on a losing team.
#6
Posted 31 March 2012 - 05:21 PM
#8
Posted 01 April 2012 - 03:14 PM
#9
Posted 01 April 2012 - 07:58 PM
Geist Null, on 31 March 2012 - 04:39 PM, said:
Against the IS, the Clans are willing to forego the rules of zellbrigen since the IS has no sense of honor. One on one challenges should be reserved for battles against other clans.
#10
Posted 02 April 2012 - 10:32 PM
#11
Posted 02 April 2012 - 10:51 PM
GrimFist, on 31 March 2012 - 04:55 PM, said:
It should be 12 vs. 2 stars (10 mechs)
That helps even it up. Clan on Clan
Personally I'd love to see battles where we had a battalion in the fight.
36 vs 36... hehe with hotdrops (3-4 mechs each)...
Oh the mayehm
Come on, lets do it...
10 clan mechs in 3050 = 24 is mechs min, maybe even 36 due to weapon range on clan weapons, double heat sink fireing rates, and ferror fibrous armor protection, not too mention, clan mechs carry 2x the firepower in 3050 because ferror and endosteel open up the weight for them and the heat sinks to use them. a star of timber wolves can easily hold off and obliterate 2 companies of atlas' assault mechs, thats just a single star of clan heavies.
#12
Posted 02 April 2012 - 10:56 PM
FinnMcKool, on 31 March 2012 - 04:59 PM, said:
if the Mechwarrior fan is anything, they are Alpha types ,(you know you are!) In a team sport, the team wins or the team loses ,we
dont need rouge players padding their personal stats . Ive played other games that prove to me some
Players will lose the game for the team , just so they can "get the KILL"
I want to win.
I like to win.
Winning teams need to be rewarded.
The least player on a winning team should earn more than the best player on a losing team.
if the best player on the losing team was doing his teams objectives and the least player on the winning team was just running around being useless, then no it shouldnt work out that way. points should be based on doing objectives. if you do the maps stuff, you should get X points for doing it all, even if you lost. win bonus should be an additional % of X, say 10%. kills should be worth Y xp, based on chasis weight. win bonus should be 10% lets say, of Y. and of course scouting and whatnot can be xp Z, with win bonus awarded on it as well.
this way if you do get stuck on a losing team, you still get xp if you try hard. and if you get lucky and are on the winning team and tried hard, you get a nice bonus.
no one loses this way, except lazy afk people, cause they wont do ****, so they wont get ****. died int he first minute of match? next time stay with your lance and dont be stupid. if you are in a scout, scout, you dont run up into the enemy lance to fight as a front line unit!
doing the objectives will = fast leveling win or lose. youll have to engage enemies at objectives, so dmg and kill xp will happen.
#13
Posted 02 April 2012 - 11:01 PM
#14
Posted 02 April 2012 - 11:06 PM
#15
Posted 02 April 2012 - 11:13 PM
FinnMcKool, on 31 March 2012 - 04:59 PM, said:
if the Mechwarrior fan is anything, they are Alpha types ,(you know you are!) In a team sport, the team wins or the team loses ,we
dont need rouge players padding their personal stats . Ive played other games that prove to me some
Players will lose the game for the team , just so they can "get the KILL"
I want to win.
I like to win.
Winning teams need to be rewarded.
The least player on a winning team should earn more than the best player on a losing team.
I agree with you with the exception of the best player on the losing team earning more then the least player on the winning team. If the best player on the losing team has 3 times as many kills then the least player on the winning team, why would the least player earn more then the best player? That just dosent make any sense at all to me
As far as kills and damage go, A kill or the amount of damage contributed to a kill should be a static number, so if a kill is worth 100 XP, and damage percentage is worth 1 point of XP per 1% of damage givin, this would make scoring a round fair to all involved.
#16
Posted 02 April 2012 - 11:15 PM
The question is, is kill XP divided by percentage of damage done? If killing an Atlas awards 100XP, is the guy who did 50% of the damage getting 50XP, the one who did 20% damage getting 20XP and so on? Is the XP divided evenly such that everyone who helped gets and equal share, regardless of contribution? Is it a flat reward?
#17
Posted 02 April 2012 - 11:17 PM
Mota Prefect, on 02 April 2012 - 11:13 PM, said:
I agree with you with the exception of the best player on the losing team earning more then the least player on the winning team. If the best player on the losing team has 3 times as many kills then the least player on the winning team, why would the least player earn more then the best player? That just dosent make any sense at all to me
As far as kills and damage go, A kill or the amount of damage contributed to a kill should be a static number, so if a kill is worth 100 XP, and damage percentage is worth 1 point of XP per 1% of damage givin, this would make scoring a round fair to all involved.
1 point per 1% dmg inflicted doesnt work, unless thats for lights and you double each weight jump, as it 2 pts per 1% caused to med, 4 pts per 1% to heavies and 8 pts per 1% done to assaults.
and the killing blow should not = doing 100% dmg to the mech after the fact. the killing blow should only be the last 1% dmg pts, and a small bonus for being the finishing hit, say 10% of the pt value of the mech, so 10 pt for a light, 20 for a med, 40 for a heavy and 80 for an assault (soloing any of these 4 would be 110 per light, 220 for med, 440 for heavy 880 for assault in this example).
#18
Posted 02 April 2012 - 11:21 PM
Seeing both sides, you could grant the Clans bonus exp for defeating the defenders before reinforcements arrive or alternatively for total annihilation, which becomes exceedingly difficult due to guaranteed ammunition shortages. The IS would obviously gain more exp when they defeat the Clans either completely or force them to retreat somehow. Other than that they can also try to grind them down gaining less exp with increasing casualties. This should actually be the case for both sides.
#19
Posted 02 April 2012 - 11:35 PM
LordDeathStrike, on 02 April 2012 - 11:17 PM, said:
1 point per 1% dmg inflicted doesnt work, unless thats for lights and you double each weight jump, as it 2 pts per 1% caused to med, 4 pts per 1% to heavies and 8 pts per 1% done to assaults.
and the killing blow should not = doing 100% dmg to the mech after the fact. the killing blow should only be the last 1% dmg pts, and a small bonus for being the finishing hit, say 10% of the pt value of the mech, so 10 pt for a light, 20 for a med, 40 for a heavy and 80 for an assault (soloing any of these 4 would be 110 per light, 220 for med, 440 for heavy 880 for assault in this example).
I was just trying to get my point across, not that I think my number values should be used as the standards
Sorry for the confusion mate
#20
Posted 03 April 2012 - 12:26 AM
Let's start with roles:
Scout: Clans also use scouts, a scout could transmit enemy data back to a Clan Star so all the Clan warriors can claim their opponents. This action would yield a base XP for the scout.
Brawler: Pretty much the "damage sponge" players, people in assaults, heavies and high-end mediums fill this role. This is the most basic role where you challenge one or more opponents to a duel.
Hunter/Killer: The niche for the more specialized lights/mediums, these players pursue fleeing units and give them honorable deaths. Mechs like the Adder or Ice Ferret are well suited for this role.
Raider: Like the Hunter/Killer niche these players would enjoy either speed or manouverability through for instance jumpjets. This would be for players with Summoners or Vipers. The role of these players is to tie up IS troops and so the brawlers can move in to challenge their opponents.
Duelist: The essence of a Clan warior, these players challenge other players no matter the role or weight of their own mechs.
XP model:
- Defeating a claimed opponent 1 on 1 will yield the greatest XP, even more so if it is another Clan player.
- Getting "help" from another Clan player will cause the "helping" to gain no XP, you will only gain a little XP.
- Hellion Tactic: Ganging up on 1 target with a lower BV then the combined BV of the attacking parties will gain no XP (shared claim).
- Hellion Tactic: Ganging up on 1 target with higher BV then the combined BV of the attackers will gain a little XP reward for all players (shared claim).
- Wolf gang up: Two Wolf players may only gang up against other Clan players with a higher BV then the two attacking units combined, this will split the XP reward among both players.
- Wolf gang up: Ganging up on one player with lower BV, a IS unit or attacking with more then two units will grant no XP whatsoever.
- Withdrawing from IS forces will gain no XP.
- Withdrawing from Clan forces will gain little XP.
- Withdrawing with Hegira granted will gain half the XP a victory would have generated (IS cannot grant Hegira).
- Fighting IS warriors with Clan tech will grant a XP bonus.
- Recapturing a Clan mech will grant both a XP bonus and some equipment (possibly the captured mech).
- Trials will grant full XP rewards + bonus if done honorably
- Dishonor in trials will block any and all chances at unlocking a trial of position (XP should not count towards rank)
Just some ideas
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