Rewarding Scouting
Started by DestructEd, Apr 17 2013 06:11 AM
10 replies to this topic
#1
Posted 17 April 2013 - 06:11 AM
Hi,
Im pretty new to the game, but loved to play all the Mechwarrior games, but Mechwarrior 1 (just didnt get around one)
I would realy like to suggest a type of reaward for how long your Mech was exposed to enemy fire. I think its good, that kills count that much, but scouting could be a much more fun thing to do, if its rewardet higher.
My suggestion would be to have a pot of credits for this. Then u sum up the time every Mech of a team has enemy Mechs in his scan range. (for example two mechs are in the Game: one has contact for 5min the other for 2min. U sum it up, even if they both saw something the same time.) In the 15min of a game there is up to 120min "scan-time" subsequently. And at that point the cred-pot comes into play. The summed up time is devided into the scan-time of each mech and then he gets the amount of creds in comparison. (in the example one mech would get 5/7 of the pot, the other 2/7)
I hope that isnt a very hard thing to program.
Im not sure though, how, or if u can put into consideration how many enemy mechs one had in scanrange, for this could be a nice thing to account for too.
I would realy like to have something like that in the Game. It not only benefits lights, but also Heavies that stand alone at the end of a game (due to there realtively long living nature, they should get there fair share of the pot, when there are less mechs in the team).
I wish u all a nice week,
DestructEd
Im pretty new to the game, but loved to play all the Mechwarrior games, but Mechwarrior 1 (just didnt get around one)
I would realy like to suggest a type of reaward for how long your Mech was exposed to enemy fire. I think its good, that kills count that much, but scouting could be a much more fun thing to do, if its rewardet higher.
My suggestion would be to have a pot of credits for this. Then u sum up the time every Mech of a team has enemy Mechs in his scan range. (for example two mechs are in the Game: one has contact for 5min the other for 2min. U sum it up, even if they both saw something the same time.) In the 15min of a game there is up to 120min "scan-time" subsequently. And at that point the cred-pot comes into play. The summed up time is devided into the scan-time of each mech and then he gets the amount of creds in comparison. (in the example one mech would get 5/7 of the pot, the other 2/7)
I hope that isnt a very hard thing to program.
Im not sure though, how, or if u can put into consideration how many enemy mechs one had in scanrange, for this could be a nice thing to account for too.
I would realy like to have something like that in the Game. It not only benefits lights, but also Heavies that stand alone at the end of a game (due to there realtively long living nature, they should get there fair share of the pot, when there are less mechs in the team).
I wish u all a nice week,
DestructEd
#2
Posted 17 April 2013 - 07:23 AM
hello!
Right now there currently is a "spotting bonus" implemented.
The rewards, if I remember right, go some thing like this:
50 EXP
1500 C-Bucks
As a light mech, I feel it is my job to get up to the front quickly and expose the enemy with some good spotting... for that I suggest you look in to the ECM capable light mechs... and put the biggest engine possible on them. Study the maps, learn the routes, and make that recon sweep for your LRM guys! :-)
Right now there currently is a "spotting bonus" implemented.
The rewards, if I remember right, go some thing like this:
50 EXP
1500 C-Bucks
As a light mech, I feel it is my job to get up to the front quickly and expose the enemy with some good spotting... for that I suggest you look in to the ECM capable light mechs... and put the biggest engine possible on them. Study the maps, learn the routes, and make that recon sweep for your LRM guys! :-)
#3
Posted 17 April 2013 - 08:21 AM
On the topic of scouting rewards, I think that currently while there are definite spotting/targeting rewards for ANY mech, perhaps some role bases or weight class based rewards are in order, for example for being the first mech to capture a given resource collector/point, for managing to completely uncap a collector that previously has been capped by the enemy...perhaps even a rare reward for beinginvolved with the cap of not just one point, but multiples?
This, if specifically available for scouts would encourage them performing aspects of thier role through reward, whereas now many light/scout pilots may focus more on brawling to get assists and Kills because those are most rewarding, while capping and counter capping are time spent not getting kills and assists.
This, if specifically available for scouts would encourage them performing aspects of thier role through reward, whereas now many light/scout pilots may focus more on brawling to get assists and Kills because those are most rewarding, while capping and counter capping are time spent not getting kills and assists.
#4
Posted 17 April 2013 - 08:30 AM
I agee with that sentiment, Mad Porthos, but I would not apply the bonuses to Assault maps; assaults are about center map Brawling!
There is nothing so boring as a light mech cap out on an Assault map... it makes me wonder if that person actually likes to play the game at all!
There is nothing so boring as a light mech cap out on an Assault map... it makes me wonder if that person actually likes to play the game at all!
#5
Posted 17 April 2013 - 08:47 AM
I always saw spotting as more of a stealth role than running around in front of the enemy team. With broken LRM's spotting and tag assist rewards are a thing of the past, which makes scouting the same.
#6
Posted 17 April 2013 - 08:51 AM
I disagree Bobzilla.
I run a light mech and I get spotting assits every match I play in which my team has any LRM missile pack(s).
I'm not the best Light Pilot out there, but if I can figure a way behind enemy lines and execute it, I get spotting assits.
I run a light mech and I get spotting assits every match I play in which my team has any LRM missile pack(s).
I'm not the best Light Pilot out there, but if I can figure a way behind enemy lines and execute it, I get spotting assits.
Edited by Breadmachine, 17 April 2013 - 08:51 AM.
#7
Posted 17 April 2013 - 09:48 AM
I hardly see LRMs in pugs anymore. Maybe just the luck of the draw.
#8
Posted 17 April 2013 - 10:31 AM
Yeah, I still get assists too and not just on my light/scout mech. I agree that because there is no deathmatch mode, assault has defaulted to being the only place to go for that sort of brawl, hence it is frustrating to be capped out by a light mech. However, eventually when there is a mode for team deathmatch, which assault is clearly not meant to be due to its base cap points - teams will finally have to address assigning roles to thier members/lances, including scouting, base defense and assault.
Along the line of role based warfare mentioned by devs, players should be rewarded for properly perforrming thier role based on thier mech class and/or assumed role based on equipment and modules slotted. This is not to saythat if you are a 3L who loves to light hunt, rather than scout you should be penalized, but when the main rewards revolve around killing, targetting and capping, it encourages the scout to always choose between extremes... either dont scout at all and be a hunter killer, despits having ecm and speed best used in scouting... or cap like a ****, ignoring even your brawler buddies seeking thier deathmatch. True, a quick cap is not good xp wise or cbill wise, but for the scout not built to be streak+ecm god, its just them doing thier job, in a sensible low risk way. A fast cap is a quicker next game even for a "no skillz cappe noob".
If one wants something for those capping scout to do, that is NOT ruining a deathmatch brawl, it has to be rewarding in some way, even if its just in the form of contributiong to the deathmatch by spotting and calling in artillery/air strikes. The thing is, those are not very effective and anyone can do it... they are not scout specific encouragement.
Another aspect of those no skillz base cappi g noobz that it seems thier haters dont get... they are insurance, a tactic as valid as any other on the battlefield. When your 8 man pug group sees a team of 4-8 same faction mechs on the other side, it calls to mind sync drops of 8 atlai,or 4atlai and 4Raven 3L. We've been blitzkrieged and ground under the boot of those singularly or in combo innumerable times. Thee one thing we've seen work against it? Flank under ecm cover, let them engage your main force and then start capping. It foces thier Raven3L lance to rtb, making a more even fight if done with right timing. If its ignored or they dont have a fast element to thier team, you have a phyrric victory, even if they destroyed your main force. And usually, even if the light element f thier team can rtb, it is already weakened from its contacts with the rest of your team.
There is skill and thought and tactics to this type of capping. Accept it and adapt. It rare is going to lose you a game you were not losing anyways, and pulls quite a few wins out of the battlefields ashes.
Along the line of role based warfare mentioned by devs, players should be rewarded for properly perforrming thier role based on thier mech class and/or assumed role based on equipment and modules slotted. This is not to saythat if you are a 3L who loves to light hunt, rather than scout you should be penalized, but when the main rewards revolve around killing, targetting and capping, it encourages the scout to always choose between extremes... either dont scout at all and be a hunter killer, despits having ecm and speed best used in scouting... or cap like a ****, ignoring even your brawler buddies seeking thier deathmatch. True, a quick cap is not good xp wise or cbill wise, but for the scout not built to be streak+ecm god, its just them doing thier job, in a sensible low risk way. A fast cap is a quicker next game even for a "no skillz cappe noob".
If one wants something for those capping scout to do, that is NOT ruining a deathmatch brawl, it has to be rewarding in some way, even if its just in the form of contributiong to the deathmatch by spotting and calling in artillery/air strikes. The thing is, those are not very effective and anyone can do it... they are not scout specific encouragement.
Another aspect of those no skillz base cappi g noobz that it seems thier haters dont get... they are insurance, a tactic as valid as any other on the battlefield. When your 8 man pug group sees a team of 4-8 same faction mechs on the other side, it calls to mind sync drops of 8 atlai,or 4atlai and 4Raven 3L. We've been blitzkrieged and ground under the boot of those singularly or in combo innumerable times. Thee one thing we've seen work against it? Flank under ecm cover, let them engage your main force and then start capping. It foces thier Raven3L lance to rtb, making a more even fight if done with right timing. If its ignored or they dont have a fast element to thier team, you have a phyrric victory, even if they destroyed your main force. And usually, even if the light element f thier team can rtb, it is already weakened from its contacts with the rest of your team.
There is skill and thought and tactics to this type of capping. Accept it and adapt. It rare is going to lose you a game you were not losing anyways, and pulls quite a few wins out of the battlefields ashes.
#9
Posted 17 April 2013 - 10:36 AM
I had a suggestion that "spotting" mechs that have not been spotted in the match (assuming, they are unaffected by ECM) should give the spotter a small bit of XP (5-10XP) and cbills.
Also that after a time duration (30, 45, 60 seconds or something like that), spotting a mech you haven't seen in that amount of time would get you the bonus again.
That's about it.
There should be a small capping bonus for conquest as well... for time spent (every 10 sec) and/or for "converting" the location from enemy to neutral and neutral to allied.
Also that after a time duration (30, 45, 60 seconds or something like that), spotting a mech you haven't seen in that amount of time would get you the bonus again.
That's about it.
There should be a small capping bonus for conquest as well... for time spent (every 10 sec) and/or for "converting" the location from enemy to neutral and neutral to allied.
#10
Posted 17 April 2013 - 11:02 AM
I would just like to comment on why they are probably avoiding a death match mode, simply the lights now have nothing to do there , and nether most mediums.
Now that heavy weapons hit lights often and tear legs in 1 - 2 hits they are no longer viable for dueling heavys and assaults and a death match would have no objective other than killing so they would serve no purpose, and they probably fear that it would turn in to a classic slugfest that the previous games had in multiplayer.
Even so I would like a pure slugfest , but again why would you need or want scouts there?
Now that heavy weapons hit lights often and tear legs in 1 - 2 hits they are no longer viable for dueling heavys and assaults and a death match would have no objective other than killing so they would serve no purpose, and they probably fear that it would turn in to a classic slugfest that the previous games had in multiplayer.
Even so I would like a pure slugfest , but again why would you need or want scouts there?
#11
Posted 17 April 2013 - 11:27 AM
Breadmachine, on 17 April 2013 - 07:23 AM, said:
for that I suggest you look in to the ECM capable light mechs... and put the biggest engine possible on them. Study the maps, learn the routes, and make that recon sweep for your LRM guys! :-)
thanks!
Well I did, alltough i dont exactly know how to get that ecm...^^
And than i had a Base-capture-Game at the Citymap, where i went all the way to the left and suddenly had 4-6 enemies that all wantet to kill me. I managed to escape and show up again in there sights several times without them getting me, but distracting them long enough (at least 2min) for my team to locate 5-7 of them to the enemy Base and win the whole thing. I got less than 30000 credits in total... just the win, nothing else...
I mean i did a good job, but there was just no reward in it.
Edited by DestructEd, 17 April 2013 - 11:28 AM.
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