So, here's my idea:
Instead of capping giving a fixed monetary reward, capping grants a percentage-based team reward bonus.
Everyone gets a bonus amount of money for capping equal to 25 % of the average cap reward of across team members.
That means:
If you cap rush, you get very little.
If you don't cap and duke it out you get more.
If you cap and duke it out, you get the most.
Example:
So, let's say a team finishes an Assault Mech with 6 destroyed enemy mechs by capping. On average, each team member might have earned 80,000 C-Bills. But due to win by capping, each team member gets 25 % bonus of this average value, so about 20,000 C-Bills. One player may have died early and would have only made 30,000 C-Bills, he now gets 50,000 C-Bills. Another player might have scored very well and sit at 150,000 C-Bills, he now gets 170,000 C-Bills.
Partial capping or partially gathering resources might also grant this bonus, but at a proportional lower rate. So if you won by killing the enemy team but also capped to 50 %, your team might get a 12.5 % bonus.
Now, this might still leave the poor people running around on Conquest to cap resources a bit low on cash, because they don't get kills and spot assists and thus still have a lower base reward. Maybe anyone that actively capped also gets a bonus based on how "much" he capped. So if one mech is responsible for 50 % of the capping result, he might get another 12.5 % bonus.
The result would hopefully still avoid people to just go for base rushing - because then, the average earning is just 25,000 and 6750 C-Bills more is nothing, but if the team actually fights the other team but also tried to cap, the would get a lot more...
Edited by MustrumRidcully, 21 May 2013 - 07:52 AM.