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Some New Reward Ideas.


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#1 KraftySOT

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Posted 22 October 2014 - 07:19 AM

After a day of playing with the new rewards, I personally love them. Yesterday I had both the highest earning, and lowest earning rounds I have ever had in MWO.

Im a huge fan of there being Cbills to possibly get, but them being harder to attain.

However now after about 65 matches between yesterday and today I have a couple suggestions.


First off the protection rewards. I keep getting "Protected Light" as a light and "protected medium" as a medium.

This seems to make no sense. Id think youd want to do something more like, Lights and Mediums, protect Heavies and Assaults, and Heavies and Assaults, protect Lights and Mediums. Keep them working the same as they do now, but have it be a "one hand washes the other" sort of thing.

Lights and mediums are there to protect the big boys, and the big boys are there to protect the little buddies.

Also I wanted to echo Sadist Cains idea about "focus fire" rewarding. Give some sort of cbill and xp award to lance mates who fire on the same target youre firing on. Something else to goad people into sticking their their lance. The Formation bonus is really nice (tho obscure when it starts ticking) if you can keep together. If you stay in formation for 3 or 4 minutes, its a rather large sum of cbills and thats just plain awesome.

Thats all for now.

#2 Logan Hawke

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Posted 22 October 2014 - 07:30 AM

Don't forgot the 'damage sponge' that was suggested earlier, something akin to WoTs 'Steel Wall' reward.

#3 Idalgos

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Posted 22 October 2014 - 07:41 AM

Would be nice to have some nominations, like "Best Scout", "Best Flanker", etc, and offer some additional rewards for them.

#4 KraftySOT

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Posted 22 October 2014 - 07:43 AM

View PostLogan Hawke, on 22 October 2014 - 07:30 AM, said:

Don't forgot the 'damage sponge' that was suggested earlier, something akin to WoTs 'Steel Wall' reward.


Great idea, a tanky reward would be awesome.

View PostIdalgos, on 22 October 2014 - 07:41 AM, said:

Would be nice to have some nominations, like "Best Scout", "Best Flanker", etc, and offer some additional rewards for them.



I like that too. Kind goes with the First Capture reward. Rewards you for being extra good at what you do.

#5 ManOpeace

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Posted 22 October 2014 - 07:45 AM

Yeah we need some sort of reward for the guy pushing in on a team. You're getting lit up, you torso twist and fire all you can but you go down. The enemies are all overheated and your team closes the gap and mops up. Seems like there is little reward for this, even though it has to happen eventually (if both teams stick together as they should).

#6 Idalgos

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Posted 22 October 2014 - 08:03 AM

I think, we should also reward those guys, who sacrifice a little bit of their free wieght to carry some AMS to protect your whale back.

#7 VanillaG

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Posted 22 October 2014 - 08:17 AM

Inspired by some of the posts above:

Juicy Target/Tanking assist - As an assault mech with at least one critical component, when an enemy mech who is engaged with you dies you get [60]/[4,500]. Think of it as a reverse Savior Kill where the big juicy target is distracting the enemy while the team focuses them down. It provides an incentive for Assault mechs to get into the fray.

#8 LordKnightFandragon

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Posted 22 October 2014 - 08:19 AM

Blaze of Glory reward

You die, while dealing heavy damage to the enemy. Minimum to get the reward would be like 500dmg. Kinda to let those who push in and mix it up, essentially setting the stage for the fight, whip the enemies ass and die for their struggle, get some compensation for thier death hahaha. The other part to this is your team must win the match. Dmg is added to cbills and you get 10% dmg as xp. And if more than 1 player on the team is eligible, the person who dealt the most damage is granted it.

Lance cooperation bonus: Your lance's damage is added together and 50% of it is added to cbills. Lance match score is added up and divided by 4, each of you get the result added to your xp.

Personal Match score: Divide your match score by 2, the resulting number is added as a % to your total match cbills earned. basically like an extra premium time bonus or something. So like 40 match score, your ending cbills are boosted by 20%.

For Assault mechs: Assaults get 2xp 2cbills per point of damage dealt.
Assault mechs surviving in the end: They get 1xp 5cbills per point of damage they have taken, based off thier total armor pool. So an Atlas with like 608max armor, loses like 525, hes going to get 525 xp and 525*5 to cbills.

Since it is the assaults job to mix it up, might as well start really making an incentive for them to not cower in the corner.

View PostIdalgos, on 22 October 2014 - 08:03 AM, said:

I think, we should also reward those guys, who sacrifice a little bit of their free wieght to carry some AMS to protect your whale back.


1xp 3cbill per Missile shot down lol. with your 1000 AMS rounds you could probably make a fair bit of XP, but cbills would be sad...but, some kinda neat little acheesement for it haha.

Edited by LordKnightFandragon, 22 October 2014 - 08:21 AM.


#9 Idalgos

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Posted 22 October 2014 - 08:33 AM

View PostLordKnightFandragon, on 22 October 2014 - 08:19 AM, said:


1xp 3cbill per Missile shot down lol. with your 1000 AMS rounds you could probably make a fair bit of XP, but cbills would be sad...but, some kinda neat little acheesement for it haha.

Would be more appropriate to reward AMS carriers for shooting down LRM targeted at friendly mech, rather than LRM in general. Imagine 3 AMS kit fox with that reward

Edited by Idalgos, 22 October 2014 - 08:33 AM.


#10 Logan Hawke

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Posted 22 October 2014 - 08:40 AM

I agree some form of ams reward sounds good.

Could just be an end of match bonus called 'team player' :P

#11 Ultimax

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Posted 22 October 2014 - 09:19 AM

View PostLordKnightFandragon, on 22 October 2014 - 08:19 AM, said:

Blaze of Glory reward

You die, while dealing heavy damage to the enemy. Minimum to get the reward would be like 500dmg. Kinda to let those who push in and mix it up, essentially setting the stage for the fight, whip the enemies ass and die for their struggle, get some compensation for thier death hahaha. The other part to this is your team must win the match. Dmg is added to cbills and you get 10% dmg as xp. And if more than 1 player on the team is eligible, the person who dealt the most damage is granted it.


The main issue with a reward like this, is that it rewards bad play as well as good play.

Nothing to stop players from loading in, zerg-bombing the enemy with arty and as much damage as possible > dying and then loading into a new match, rinse > repeat.

#12 AlmightyAeng

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Posted 22 October 2014 - 09:25 AM

I'd like to see a MILD reward for NARC...for the amount of time you keep it up on a target CONTINUOUSLY. It's far easier to fire and forget compared to TAG...but being able to time it such that it stays up for your team continuously is a skill I'd like to see rewarded slightly.

#13 Almond Brown

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Posted 22 October 2014 - 10:25 AM

View PostGhost Badger, on 22 October 2014 - 09:25 AM, said:

I'd like to see a MILD reward for NARC...for the amount of time you keep it up on a target CONTINUOUSLY. It's far easier to fire and forget compared to TAG...but being able to time it such that it stays up for your team continuously is a skill I'd like to see rewarded slightly.


Sorry Ghost but it reads, Buff NARC cause its easier to use then TAG????

#14 VanillaG

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Posted 22 October 2014 - 10:33 AM

View PostGhost Badger, on 22 October 2014 - 09:25 AM, said:

I'd like to see a MILD reward for NARC...for the amount of time you keep it up on a target CONTINUOUSLY. It's far easier to fire and forget compared to TAG...but being able to time it such that it stays up for your team continuously is a skill I'd like to see rewarded slightly.

The issue with lower the Narc reward is that the system is heavier, ammo dependent, and the missile can be shot down. You need the bigger reward to justify the 3 tons/2 crits plus ammo for trying to use the system. The TAG on the other hand is only 1 ton/ 1 crit so it is actually easier to equip with less drawbacks.

#15 Dracol

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Posted 22 October 2014 - 10:35 AM

Sweet, my Damage Sponge post and topic seem to have been noticed. The AMS bonus for protecting friendlies would be nice as well.

I can not recall, but there are base defense rewards for assault mode already, right?

What about base capture bonus for assault, and not just for complete capture, but incremental as you take down the base timer? A light running the turret gauntlet to stand on the enemy base giving them the "Friendly Base Being Captured" message can do a lot of good pulling enemy mechs off the front line. Would be nice to give those brave souls some cBills and exp for their effort. Won't have to win by capture, just a payout for each second you are ticking it down.

#16 Greenjulius

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Posted 22 October 2014 - 10:49 AM

View PostVanillaG, on 22 October 2014 - 10:33 AM, said:

The issue with lower the Narc reward is that the system is heavier, ammo dependent, and the missile can be shot down. You need the bigger reward to justify the 3 tons/2 crits plus ammo for trying to use the system. The TAG on the other hand is only 1 ton/ 1 crit so it is actually easier to equip with less drawbacks.


With the Improved Narc module, I will always carry narc with tag if I have the chance. It doubles rewards, and end up giving me 300k-400k games. I sometimes feel bad for mechs who get the wrath of MechGod called down upon them after a Narc+TAG hit. It's like 15-30 seconds for them to go from 100% to dead.

View PostDracol, on 22 October 2014 - 10:35 AM, said:

Sweet, my Damage Sponge post and topic seem to have been noticed. The AMS bonus for protecting friendlies would be nice as well.

I can not recall, but there are base defense rewards for assault mode already, right?

What about base capture bonus for assault, and not just for complete capture, but incremental as you take down the base timer? A light running the turret gauntlet to stand on the enemy base giving them the "Friendly Base Being Captured" message can do a lot of good pulling enemy mechs off the front line. Would be nice to give those brave souls some cBills and exp for their effort. Won't have to win by capture, just a payout for each second you are ticking it down.


Yeah, Damage sponge is too good an idea, and too important to not have a reward. AMS rewards would get me to run AMS more often as well. It would actually give me a reason to run it on my Kitfox with ECM.

#17 DasSibby

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Posted 22 October 2014 - 10:54 AM

Damage Sponge, and Focus fire would be awesome.

Overall, I'm just EXCITED. These rewards encourage TEAMWORK (shocker right?) and it's SHOWING.

PUGs actually working together? Who knew!

#18 AlmightyAeng

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Posted 22 October 2014 - 10:55 AM

View PostAlmond Brown, on 22 October 2014 - 10:25 AM, said:


Sorry Ghost but it reads, Buff NARC cause its easier to use then TAG????


Right now, as I read it, TAG receives far more bonuses than NARC. I think that's as it should be, but I think that a bonus for managing to keep a NARC up on a target consistently is also worthy of reward. I'm talking like...after 40 seconds, start ticking a bonus for however long he KEEPS it NARCed. If at any time that's broken, no cookie.

Edited by Ghost Badger, 22 October 2014 - 10:55 AM.


#19 bluepiglet

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Posted 22 October 2014 - 11:00 AM

The old system needed a buff for scouting and nothing else, especially not PGI's half-arsed "adjustment" which ended up penalizing almost everyone who does not carry Narc or Tag.

Edited by bluepiglet, 22 October 2014 - 11:03 AM.


#20 AlmightyAeng

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Posted 22 October 2014 - 11:02 AM

View Postbluepiglet, on 22 October 2014 - 11:00 AM, said:

The new system needed a buff for scouting and nothing else, especially not PGI's half-arsed "adjustment" which ended up penalizing almost everyone who does not carry Narc or Tag.


The thread title is "Some New Reward Ideas." Since this is the third thread you've come to complain about the new system in, I'd say that doesn't count. <_<





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