What about rewarding those players who can stay alive under intense enemy fire?
Basic formula for illustration:
(100 - % of "health" left at death or end of match) * mech tonnage * x cbills
How it would would play out:
Example 1: Atlas A is a new player and hasn't learned torso twisting yet.
He gets cored out and dies at 60% health. (100 - 60) * 100 * 1 cbill = 4k
Example 2: Atlas B is experienced and ends up a stick and dies at 15% health
(100 - 15) * 100 * 1 cbill = 8.5k
Example 3: Cent A gets unlucky and takes a headshot early and dies at 95/%
(100 - 95) * 50 * 1 cbill = 250
Example 4: Cent B has a great game and lives with only 20% left
(100 - 20) * 50 * 1 cbill = 4k
IMHO, this would help offset some of the lower rewards heavies and assaults are receiving while still encouraging engagement with the enemy. The cbill multiplier can be increased as needed.
Thoughts, concerns, questions?
(Edit: gosh darn it, can't believe I miss spelled sponge... gotta get my first cup of coffee down before I post)
Edited by Dracol, 22 October 2014 - 04:51 AM.