Jump to content

Balance Light Mechs Via Increased Rewards For Scouting Role.


86 replies to this topic

Poll: Balancing the light mech role in game with tangible rewards. (92 member(s) have cast votes)

Should the game provide rewards for the scout role?

  1. Yes (86 votes [93.48%])

    Percentage of vote: 93.48%

  2. No (5 votes [5.43%])

    Percentage of vote: 5.43%

  3. Abstain (1 votes [1.09%])

    Percentage of vote: 1.09%

Which rewards do you think would be a good addition.

  1. First reveal spotting bonus (75 votes [31.25%])

    Percentage of vote: 31.25%

  2. Split damage/kill rewards with designated spotting mech (47 votes [19.58%])

    Percentage of vote: 19.58%

  3. Increase the rewards for win by cap, but scale them to the number of enemy mechs left (46 votes [19.17%])

    Percentage of vote: 19.17%

  4. Provide a bonus reward similar to Savior/Defense based on time spent capping (55 votes [22.92%])

    Percentage of vote: 22.92%

  5. None of the above (6 votes [2.50%])

    Percentage of vote: 2.50%

  6. Abstain (1 votes [0.42%])

    Percentage of vote: 0.42%

  7. Other (please explain) (10 votes [4.17%])

    Percentage of vote: 4.17%

Vote Guests cannot vote

#81 skotsche

    Member

  • PipPipPipPipPip
  • 121 posts

Posted 30 July 2013 - 01:44 PM

View PostPrezimonto, on 30 July 2013 - 11:47 AM, said:

The problem with 5 to 10x larger maps is that assaults are so slow. I would hate to walk for 10 minutes, fight for 2, then hit reset. Boring.

True, that would be boring. But an assault mech, on the other hand, is a bad choice for a map like that. Like there is no purpose for a scout on a small map.

#82 Prezimonto

    Member

  • PipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 2,017 posts
  • LocationKufstein FRR

Posted 30 July 2013 - 02:03 PM

Fair. Once I see drop ships where we can choose mechs and/or community warfare where there are multiple objectives to hit it might not be so bad, but I wouldn't want that map in rotation right now.

Edited by Prezimonto, 30 July 2013 - 02:04 PM.


#83 Daneiel

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 490 posts
  • LocationSheridan

Posted 31 July 2013 - 03:28 AM

Still the same , without bigger maps with multiple routes we can not have pure scout role and the maps don not need to 10x10 km to has that - 5x5km is good distance .The problem with slow assault boring walk will remain but its not so painful as the people say.

First they don't need to pass the whole distance for the cap zone - they need just to walk to enemy position - scouts find the enemy , mediums engage the enemy (probably mediums and fast heavies) , slow heavies comes bring heavy punch and at the end assults arrive to finish what its left . that must be the principle , now you can imagine that with objective in the midle of the map , lets add Prezimonto great idea for multiple class specific objective - now you have mechwarrior.

Walking 5 min for the assault from one end of the map to the other is sacrifice need to be made - that will keep also the lower number of the assaults in the game , that is necessary when you have such huge difference between the speed of 2 mechs - 54km/h to 150km/h .

Edited by daneiel varna, 31 July 2013 - 03:30 AM.


#84 Prezimonto

    Member

  • PipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 2,017 posts
  • LocationKufstein FRR

Posted 31 July 2013 - 04:16 AM

Daneiel, to address your concerns that some of the early ideas for scouting rewards don't add value/won't make a difference I direct you to an answer I gave early in the thread. Essentially, anything you add that fosters team play is good.... and these ideas do that by rewarding good behavior.

Quote

I think the only additional bonus you might be against given you position on lack of scouting being useful is the first one. Every other addition in the list rewards good game play, and even works to change the metagame away from purely "kill the enemy" as the primary reward.

Splitting rewards for a spotter with the damager (perhaps not evenly, but I'd think at least 25%) would encourage everyone to be hitting "R" and assigning targets.

Changing the way the game handles capture points, into a MEANINGFUL reward, can only make the game more tactical. It can only make you have to make more choices than move in a pack and kill all the things.
This is really what I don't understand. Everything in the mechwarrior world is about strategic, tactical, or political advantage(outside of solaris). Mechs are painfully expensive machines to commit to an objective. This is has been the primary focus of every mechwarrrior title... objectives, goals of strategic, tactical, or political importance on wide scale. Mechs and killing them comes second in nearly every way. If you make the objective the focus of the game, tactical choices (taking different routes, defending the base or your dropship) become key.

Right now NONE of that has a significant reward compared to killing the enemy.


#85 Lugh

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Widow Maker
  • The Widow Maker
  • 3,910 posts

Posted 31 July 2013 - 04:22 AM

View Postskotsche, on 30 July 2013 - 01:44 PM, said:

True, that would be boring. But an assault mech, on the other hand, is a bad choice for a map like that. Like there is no purpose for a scout on a small map.

Incorrect!

A correctly run team with assaults on a large map has a moving base of fire that can dictate where and when combat happens. That requires the scouts have a clue though and so many scout pilots don't.

#86 Daneiel

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 490 posts
  • LocationSheridan

Posted 01 August 2013 - 06:33 AM

View PostPrezimonto, on 31 July 2013 - 04:16 AM, said:

Daneiel, to address your concerns that some of the early ideas for scouting rewards don't add value/won't make a difference I direct you to an answer I gave early in the thread. Essentially, anything you add that fosters team play is good.... and these ideas do that by rewarding good behavior.


Exactly what mean , at that point - role warfare is dead - everything what we talk is what is missing from the game and has little to none chance to come in the game - PGI just shifted their "vision" to arcade type - more likely we will see falling boxes with bonuses like in the old arcade games instead real role for the mechs .

#87 Prezimonto

    Member

  • PipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 2,017 posts
  • LocationKufstein FRR

Posted 01 August 2013 - 07:43 AM

I'd like that out of empathy for the sentiment, but I don't want them see likes on it and decide to try it.

Edited by Prezimonto, 01 August 2013 - 07:44 AM.






2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users