People still go for the kills instead of capping. Even when it won't be any faster or riskier. (yes, really, I've seen it with my own eyes, idiot team finishing off last enemy 2 seconds before resource counter reaches 750 despite people calling on them NOT to do that)
So, I've come to the conclusion that players want deathmatch, but aren't willing to go play Skirmish mode in the exclusion of all others. Why, I have no flippin' idea. That mode caters to what they want, yet they instead turn every other mode into deathmatch.
Bah.
So, Russ is going to make cap points turn faster. Good, should make standing on cap points worth more. But, I doubt that'll be enough at this point.
What I think is needed is to tuning the in-game rewards so doing the PRIMARY OBJECTIVE is actually worth more than going for the 12 kills. This way, if you just want team deathmatch you go for skirmish, where you are rewarded for killing everybody, but if you're assaulting/conquesting, you're rewarded more for actually assaulting/conquesting.
For example, let's take assault... an example here. Values would be obviously tunable, it's mainly about the idea here.
Cap Win bonus : +200 XP, +15000 CB
Defeated Enemy bonus : +50 XP, +3000 CB (this is awarded for EVERY ENEMY MECH STILL ALIVE)
Cap Participant bonus : +50 XP, +10000 CB (awarded to everyone that stood in the cap and got at least a tick or two in)
So, here we are giving a big bonus for winning by cap, another bonus for helping cap, and a "compensation" for every enemy you left alive. While killing is still worth more individually, you'd need to have at least half of their team still alive for cap win bonus not to make up for it, or just about. (and then there is the extra bonus if you were in the cap zone...)
Should earnings raise too much, the value of kills/assists themselves could be tuned a bit lower to further reward going for the primary objective.
Remember, ASSAULT is not skirmish. Taking the base is the primary goal. Shaping player behavior with the carrot to actually go for it is good.
Now, let's look at Conquest...
Conquest Resource Win bonus : +200 XP, +37500 CB
Conquest Resource Loss bonus : +50 XP, +X CB ( X being however many CB they got from resources during the match)
Cap Participant bonus : +50 XP, +2500 CB ( awarded PER cap zone helped capping )
Defeated Enemy bonus : +50 XP, +3000 CB (this is awarded for EVERY ENEMY MECH STILL ALIVE)
So, again, we have bonuses for letting the resource counter tick all the way up, and the bonus is for BOTH sides. Basically, you get 2x the resources' worth. You also get awards for helping cap, and for every enemy left alive. Should earnings raise too much, adjust per kill award accordingly. The idea is to have people actually play for the goals. And yes, faster cap time is essential here, we want a fluid battlefield.
See the general idea? While my suggested values are just that, I think the gist of the idea is worth looking into.
Discuss!
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