So the new rewards system is cool, but I can't help but think it could be improved even further. Some good behaviors are rewarded, but others are not. For instance:
Tanking:
Being the point man in an assault means you'll probably be taking the brunt of the enemy's return fire, keeping the pressure off your teammates and allowing them to advance and return fire. You're going to have to do a lot of torso twisting in order to survive more than 3 seconds, and torso twisting prevents you from shooting the enemy. This means you will (probably) die without doing much damage and your rewards will suck, despite the valuable service you're providing.
Thus, I propose a "tanking" bonus that rewards players with Cbills and XP for the amount of damage they take before the end of their play time, be it through death or match completion, with an additional bonus for the one who took the biggest hit for the team. This won't include artillery or air strikes, so people still would want to avoid those, and obviously shouldn't include damage from friendlies. This should be higher for victories and lower for defeats.
This bonus should help boost player aggression and help prevent bottleneck situations, where everyone is too afraid to push through. Better in-game communication tools would also help, but that's a topic for another thread.
Efficiency:
Give players a bonus for taking out enemies with relatively high health percentages. This could help prevent stat-padding for damage against disconnected or otherwise non-threatening enemies.
Further, I'd like to see reduced kill rewards for taking out completely disarmed enemies while other enemies are still active and dangerous nearby. I see too many idiots ignore valid and dangerous targets to finish off a completely defenseless enemy, usually to the detriment of the team. This should only count if there are no enemies within LOS or weapons range. This should also trigger a few seconds after the mech is completely neutered, so players aren't penalized if they happen to disarm the target right before they kill it.
-AMS/ECM shielding
I think it would be neat if players with ECM or AMS could be rewarded for rushing to the aid of a friendly being bombarded with missiles. Just a thought.
-Counter-UAV.
There's already a reward for bringing down enemy UAVs, but it's a paltry 50 XP for destroying something so valuable. It would be especially nice if you could tie the rewards to how many of your teammates the UAV is spotting.
-Suppression.
Give a small bonus for hitting an enemy target and forcing him behind cover (i.e., he breaks LOS with your entire team) Extra bonus if he was spotting or tagging.
What other behaviors would you guys like to see rewarded?
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Better Rewards!
Started by Kaeb Odellas, Oct 23 2014 07:03 PM
1 reply to this topic
#1
Posted 23 October 2014 - 07:03 PM
#2
Posted 27 October 2014 - 12:20 PM
Suppression would be hard to quantify in this game, much like the abuse of LRMs rewarding flanking when directly in front of the enemy but not targeted.
The rest though I like quite well.
(Sadly the best suppression weapon in MWO, 4 to 6 AC/2s on rapid chainfire is beaten into the ground with ghost heat for rapid chainfiring.)
The rest though I like quite well.
(Sadly the best suppression weapon in MWO, 4 to 6 AC/2s on rapid chainfire is beaten into the ground with ghost heat for rapid chainfiring.)
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