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A Comprehensive Rewards System Based On Mech Class/quirks.


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Poll: A comprehensive rewards system based on mech class/quirks. (11 member(s) have cast votes)

Do you like the general idea of the thread?

  1. yes (9 votes [81.82%])

    Percentage of vote: 81.82%

  2. no (0 votes [0.00%])

    Percentage of vote: 0.00%

  3. with reservations: please post (2 votes [18.18%])

    Percentage of vote: 18.18%

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#1 Prezimonto

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Posted 16 August 2013 - 07:03 AM

This feature is being posted at the suggestion of several people from a thread in the Mech Loadouts forum.
http://mwomercs.com/...-weight-limits/
The basic idea would be that each mech receives a series of quirks that provide XP and cbills reward bonuses for the things they do well:
bonus XP and cbills for damage taken by most assaults
bonus XP and cbills for damage given by most heavies
bonus XP and cbills for capping/spotting by most lights
bonus XP and cbills (and a slightly lower level but higher overall) for everything by most mediums

Rewards scaled off three Tiers.
Tier 3 is base for most mechs, and generally available to all.
Tier 2 is for medium mechs, and tweaks to various mech variants that need love through quirks
Tier 1 is for the primary role of mech class, or if broken down far enough individual mech variants.

The follow rewards are listed with the Tier3/Tier2/Tier1 level noted:
TAG/NARC Bonus: 2,500/5,000/7,500 cbills 25/75/150 XP The first damage done to a TAG/NARCed mech by missiles rewards the holder of the First consecutively held TAG/NARC on that mech.

Spotting Bonus: 2,500/5,000/7,500 cbills 25/75/150 XP If you target an enemy and a friendly damages that enemy you earn the Spotting bonus. In addition 1/4 of the damage done to the mech is awarded to the spotter as kill assist bonus. Only the First and longest held spotter of that target will earn the Spotting Bonus.

Diversion Bonus: 2,500/5,000/7,500 cbills 25/75/150 XP For every 240 seconds that you have a target lock on your mech you earn one diversion bonus The numbers will need tweaking heavily... but I estimate that a good light pilot that distracts 4 mechs for one full minute should earn his pay take into account the mech in question needs to be actively targeted to earn the bonus. Taking the attention of the whole team for 20 seconds or 4 mechs for 60 is worth quite a bit. It may also be required that you must divert at least 4 at a time to earn the bonus.

Defensive Kill: 2,500/5,000/7,500 cbills 25/75/150 XP Kill or assist in killing an enemy that is capping or was capping your base within the 10 second seconds.

Savior Kill: 2,500/5,000/7,500 cbills 25/75/150 XP Kill or assist in killing an enemy that was targeting one of your team members with 50% or lower health.

Zombie: 2,500/5,000/7,500 cbills 25/75/150 XP Have your arms and side torso's destroyed before being killed. (Giving a reward for NOT using XL engines)

Damage Taken: 2,500/5,000/7,500 cbills 25/75/150 XP Earned once for each 150 points of damage you take.

Kill Assist Bonus: Each enemy that you damage but do not kill earns the following reward. Designated Spotter shares the kill assist bonus as noted above.
-Assault: 2,500/5,000/7,500 cbills, (your damage)/(damage from all sources) x 25/75/150 XP
-Conquest: 1,250/2,500/3,750 cbills, (your damage)/(damage from all sources) x 15/40/80 XP

Kill Bonus: You score the killing blow, reward is in addition to the Kill Assist.
-Assault: 2,500/5,000/7,500 cbills 25/75/150 XP
-Conquest: 1,250/2,500/3,750 cbills 25/50/100 XP

Component Destruction: For each non-critical component you destroy on a mech you earn
-Assault: 1,250/2,500/3,750 cbills 15/40/80 XP
-Conquest: 750/1,500/3,000 cbills 10/25/50 XP

Capture Timer Bonus:
-Assault: 1,250/2,500/3,750 cbills, (your time spent capturing)/(time spent capturing from all sources) x 150/300/450XP
-Conquest: 2,500/5,000/7,500 cbills, (your time spent capturing)/(time spent capturing from all sources) x 150/300/450XP

Capture Win Bonus: No tiers, but should be significant on the order of:
10,000 cbills 300XP

General thoughts on assigning a tier of rewards to mech categories:
Unless otherwise stated the Tier 3 (low) reward is generic.

Light mechs should receive Tier 1 rewards for:
TAG/NARC, Spotting, Diversion, Capture Timer Bonus

Medium mechs should receive Tier 2 rewards for: Everything

Heavy mechs should receive Tier 1 rewards for: Savior Kill, Kill Bonus, Kill Assist Bonus, Component Destruction

Assault mechs should receive Tier 1 rewards for: Damage Taken, Zombie, Diversion Bonus, Defensive Kill

Absolutely individual mechs should be tweaked appropriately and even mech variants.

For instance:
The Awesome and Victor would make for terrible mechs and might be much better with some Heavy and Some Assault Tier 1 bonuses.
The Dragon would benefit from less damage heavy and more emphasis on capture and/or tier 2 rewards
The Jenner should have Tier 1 Kill assist at the expense of TAG/NARC OR Spotting
ect. ect. ect. You can dive deep into each variant customizing as you go.

Much of this is changeable, it's the general idea that want to put forward.
How do you like the idea?
How do you like the new rewards (Diversion, Zombie, Spotting changes, Capture Timer Bonus)?
Where do you foresee serious problems?

Edited by Prezimonto, 16 August 2013 - 07:04 AM.


#2 GODzillaGSPB

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Posted 16 August 2013 - 07:24 AM

100% approval, wohoo! [/statistics_fail] :P Well, we'll be getting there, I have faith in common sense. ^^

#3 Boyinleaves

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Posted 17 August 2013 - 01:41 AM

Many of these suggestions have great merit. Most rewards need a bit of a rework as it is, and plenty of other options need to be made available that support alternative playstyles and modes.

#4 Theodore

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Posted 17 August 2013 - 02:07 AM

i voted "with reservations"

please add a "Dont run into me" award.

Players should be awarded for not colliding into other team mates during the first minute of the game.

I have no idea what class should get what Tier...

also please add a "Dont shoot me in the back while your drawing things in the ground with your medium laser..." award

Players should be awarded for not shooting other team mates during the first minute of the game.

#5 Khobai

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Posted 17 August 2013 - 04:26 AM

I liked it. I think its a little complicated but in general I agree with the idea... although I would prefer a simpler version of it.

#6 Prezimonto

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Posted 17 August 2013 - 04:36 AM

View PostTheodore, on 17 August 2013 - 02:07 AM, said:

i voted "with reservations"

please add a "Dont run into me" award.

Players should be awarded for not colliding into other team mates during the first minute of the game.

I have no idea what class should get what Tier...

also please add a "Dont shoot me in the back while your drawing things in the ground with your medium laser..." award

Players should be awarded for not shooting other team mates during the first minute of the game.

I actually didn't include the "static" rewards or penalties that are already in the game. I'm okay with what's already there in general, though it could be made a touch harsher on the "damage given to allies" instead of "team kill" IMO. Team kills can be accidental in a fight... but damage given to team mate should also hurt, and damage given to team mates in the first 30 seconds of the match should have a multiplier for this purpose.

When I've got a few spare minutes (probably on Monday) I'll update with the static rewards and penalties added along with other ideas.

View PostKhobai, on 17 August 2013 - 04:26 AM, said:

I liked it. I think its a little complicated but in general I agree with the idea... although I would prefer a simpler version of it.

I is a bit complicated, but I specifically wanted a system that heavily rewards medium mechs, and after tinkering a little I wanted to give a specific set of rewards to each mech/chassis/class.... 4 seemed about right so I tried to come up with a total of 16 to play with so each class had a set as a general starting point and then each chassis can swap/mix/match what makes sense.

The tiers also more heavily emphasize roles for mechs... so everything there is good for everyone to do, but certain mechs are much, much better for doing it and should be rewarded that way more heavily. I would argue that with so MANY rewards in the game the base static rewards should be decreased. If you can earn XP for ACTUALLY doing good things, there's less need to reward doing little or nothing.

ALL of that being said. I generally understand none of this will likely be implemented, and generally have the opinion that it's therefore widely open to suggestion and revision in terms of both simplifications more/different rewards.

Edited by Prezimonto, 17 August 2013 - 04:38 AM.


#7 skotsche

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Posted 17 August 2013 - 02:20 PM

I like these rewards, but I do not understand why a light mech should not get that reward for the Defensive Kill or the Zombie, for example. I see the idea to push mechs into their roles, but I think that people are playing very differently and this would be a restriction on player freedom.

#8 Prezimonto

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Posted 17 August 2013 - 08:08 PM

They'd still get it... but at tier 3 not tier 1.

Think the difference between the current Defensive Kill and Spotting Reward amounts. It's basically shifting the numbers around mech to mech.

Also keep in mind that for any specific mech a different set of Tier 1 or 2 rewards is possible. Mix and match... do what makes sense.

All rewards are always available.. but certain rewards are better in certain mechs.

#9 Bhael Fire

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Posted 17 August 2013 - 10:33 PM

I really like the general concept; though, it's a bit complex.

I had a very similar, but more streamlined idea the other day about roles; that is, players could select a role that they want to play in battle and they would get rewarded for carrying out the duties of that role. Players would be able to select what role they want to play in a match before they launch (or even in the mechlab, by assigning various roles to the mechs).

There would be five main roles (or more, whatever...just a concept here):

Scouts: Highly mobile units that provide intel on enemy movement and supply targeting solutions for other teammates. +10,000 CB per Spotting Assist / +2,500 CB Tag/NARC
Skirmishers: Utilizes hit and run tactics to distract enemies, while also providing intel on enemy movement. +2,500 CB per Kill Assist / +2,500 CB per Spotting Assist
Supports: These are the workhorses and unsung heroes that dish out the pain, while also protecting the best interests of the team. +25 CB per point of Damage Done / +10,000 CB per Defensive Kill
Brawlers: The rough and tumble units that have the goods to take what they give. +2,500 CB per Kill / +2,500 CB per Kill Assist
Snipers: These units specialize in protecting friendly units from long range with direct fire. +10,000 CB per Savior Kill / +2,500 CB per Kill Assist

I didn't give much thought to the actual c-bill rewards...again...this is just a proof of concept.

#10 skotsche

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Posted 18 August 2013 - 12:27 AM

View PostPrezimonto, on 17 August 2013 - 08:08 PM, said:

They'd still get it... but at tier 3 not tier 1.

Think the difference between the current Defensive Kill and Spotting Reward amounts. It's basically shifting the numbers around mech to mech.

Also keep in mind that for any specific mech a different set of Tier 1 or 2 rewards is possible. Mix and match... do what makes sense.

All rewards are always available.. but certain rewards are better in certain mechs.
Ah right, now I get it. Hehe. Was late yesterday. But what would be important for me is, as Bhael Fire already wrote, that a player has a choice how he wants to play his mech. Sombeody maybe wants to play the Cicada as a harasser another one as a scout and a third one as a sniper.

#11 Prezimonto

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Posted 18 August 2013 - 05:24 AM

I would absolutely LOVE a system where a player is given more choice.

I'd love it if these things were bundled into packages like Bhael Fire put forward. How do you differentiate different mechs? Because certain some mechs are more suited to certain roles than others and should be rewarded for that play style.

Just give a single additional bonus? Save Tier 1 rewards to the "packages" and Tier 2 are mech bonus upgrades from the stock Tier 3?

Would you two take a stab at translating the rewards above that you like into packages? Or do you honestly prefer a much simpler system?

What happens if the package you choose doubles over a mechs strength? Do you get a synergistic effect? I'd hate deincentivise a role by not giving a bonus.... making a mech with some other bonus a more likely proposition to earn larger rewards.

Edited by Prezimonto, 18 August 2013 - 05:26 AM.


#12 Prezimonto

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Posted 19 August 2013 - 10:06 PM

How about a kick back up to the top...





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