Posted 21 October 2014 - 04:30 PM
Another PGI lunch break brainstorm. Sounds good in someones head and fails in reality. This is overcomplicated and a blatant attempt to change play behavior to what you think it should be with negative actions. These rewards are far to complex or triggered by accident to actually change the game, not to mention NO ONE will change their winning play style to see those rewards pop up. We play to win... killing the other team is the challenge not triggering your rules. There is no magic math formula or trigger code that will find all those little things a player does at the right time to turn the tide for his team.
Here is the fix:
Four class rewards system
(1) Damage dealing, component, etc
(2) Tanking, absorbing damage while a teammate hits enemy, AMS reward(needed ASAP), ECM covering,saviour damage,etc
(3)Scouting, Spotting, TAG, NARC, etc
(4)Tactical rewards, Your new stuff, Flank,etc
Every mech should get cbill/exp for everything but more/less for your chassis' role with all getting 100% of the class (4) rewards
Example:
Assault Tank mech:
(1) 50% cbill/exp for these rewards
(2) 200% cbill/exp for these rewards
(3) 25% cbill/exp for these rewards
Heavy Direct Fire oriented mech
(1) 150% cbill/exp for these rewards
(2) 50%% cbill/exp for these rewards
(3) 25% cbill/exp for these rewards
Light scout mech
(1) 50% cbill/exp for these rewards
(2) 25% cbill/exp for these rewards
(3) 250% cbill/exp for these rewards
Not all mechs in a class will receive same rewards but most will. A FS9-S should get more in the class (2) for the AMS cover it provides and a FS9-K needs more in (1). These will have to be tweaked until every weight class starts getting same amount of rewards for a well played game.
There you go, what you were trying to achieve done at least better and more simple. Someone else has better idea please let them know so we can stop this before it becomes another temp fix accepted only because they moved on.