Right simple question:
What is the point in being a light mech in Conquest?
I just spent a nice match in a light mech, not normally something I do. I was quite happily out flanking the enemy and capping bases they left unguarded and we won on points mainly due to my caps.
So at the end of the match I get nothing for my effort.
Everyone got 300xp for the win, and 75 for the conquest win...but i get nothing for actually doing the work of capping the bases. I would have gotten more by being in my heavy and killing people - I could even have got more if we had lost and I'd killed people.
Someone needs to look at the awards in this mode of the game...if the aim of the game is to cap the bases then award xp for it.
Taff


Points Award For Capping Bases In Conquest
Started by taff224, Feb 26 2013 11:39 AM
2 replies to this topic
#1
Posted 26 February 2013 - 11:39 AM
#2
Posted 26 February 2013 - 11:46 AM
Could also consider some type of cbill award as well.
I have also found myself in this exact situation ... driving a fast light ... dealing with captures while my team mates deal with the opponents. I've even won a game being the last mech surviving as we finish the cap.
... but there are no rewards for the light mech pilot spending his time working for the team in this way.
So, adding some incentive to capping might turn the conquest mode away from a mini-assault.
I have also found myself in this exact situation ... driving a fast light ... dealing with captures while my team mates deal with the opponents. I've even won a game being the last mech surviving as we finish the cap.
... but there are no rewards for the light mech pilot spending his time working for the team in this way.
So, adding some incentive to capping might turn the conquest mode away from a mini-assault.
#3
Posted 26 February 2013 - 01:04 PM
I would suggestsomething like this:
\
Conquest
5exp (team); 1 level of a location cap (red to neutral, neautral to blue)
5exp (team): each 3 consecutive seconds you are blocking a cap
100exp (team) victory through capping
The other one:
125exp (team) for base cap victory; 75,000 credits
5 exp (team) for every 3 consecutive seconds preventing a cap
Why these rewards?
The law of salvage vs the law of teamwork
The law of salvage: credits are presumably rewarded via salvaging mateials from destroyed mechs; this is why the losing team gets reduced value (they can't grab much when they quit the theatere), and thw inning team tends to get much more credits (their engineers get a decent pick of scattered components).
The law of teamwork: when pilots do skilled things it is presumed they learn to become better pilots and better mechwarriors: hence they gain experience. The reason this is both low and team exp is that this will persuade the team to help lights cap resources as this gives everyone exp; the heavies are not expected to cap, but the lights are and to get the hesavies to help they need some sort of reward for playing bait. If the reward is too great for the lights it makes lights too desirable and you will get 'hero cappers' or 'cowboy cappers' which are bad.
there should also be a penalty for afking, but first there is another issue i would like resolved. I hope this gets the ball rolling!
\
Conquest
5exp (team); 1 level of a location cap (red to neutral, neautral to blue)
5exp (team): each 3 consecutive seconds you are blocking a cap
100exp (team) victory through capping
The other one:
125exp (team) for base cap victory; 75,000 credits
5 exp (team) for every 3 consecutive seconds preventing a cap
Why these rewards?
The law of salvage vs the law of teamwork
The law of salvage: credits are presumably rewarded via salvaging mateials from destroyed mechs; this is why the losing team gets reduced value (they can't grab much when they quit the theatere), and thw inning team tends to get much more credits (their engineers get a decent pick of scattered components).
The law of teamwork: when pilots do skilled things it is presumed they learn to become better pilots and better mechwarriors: hence they gain experience. The reason this is both low and team exp is that this will persuade the team to help lights cap resources as this gives everyone exp; the heavies are not expected to cap, but the lights are and to get the hesavies to help they need some sort of reward for playing bait. If the reward is too great for the lights it makes lights too desirable and you will get 'hero cappers' or 'cowboy cappers' which are bad.
there should also be a penalty for afking, but first there is another issue i would like resolved. I hope this gets the ball rolling!
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