Faction Population Weighted Rewards
#1
Posted 01 January 2015 - 07:48 PM
Furthermore, faction hopping should be penalized in increasing amounts or even more so, limit the ability to defend worlds because the unit cannot be trusted in the eyes of a faction, and therefore not used to protect territory. Since we don't have high risk missions so defense is the most sensitive missions and a faction would rather hold ground than risk its loss..
I know this will be construed by some as interfering in their fun and be "unfair", but as compared to an unfair numerical advantage, it is a necessary equalizing factor. This is also the refrain of those who want consequence free combat, while CW is supposed to be about the campaign, and the cost of victory or loss. This needs to be reflected in the game. If this is not your cup of tea, that is what the PQs are for.
#2
Posted 01 January 2015 - 07:54 PM
However, I'd also want it to be reflected by the amount of players actively playing CW. I know that for my faction, we supposedly got a lot of players, but they are all absent, off playing pug matches and regular drops. The Kurita teamspeak is more often than not a ghost town.
If everyone is signed up, but aren't playing, that could skew the numbers by a pretty big margin.
#3
Posted 01 January 2015 - 08:03 PM
#4
Posted 01 January 2015 - 08:23 PM
Because i have at least a dozen mates that selected SJ faction simply because they want SJ tags on, they do not participate in CW, they just like their SJ tags on when theyplay the Pub Qs..
#5
Posted 01 January 2015 - 08:27 PM
#6
Posted 01 January 2015 - 08:47 PM
Kjudoon, on 01 January 2015 - 07:48 PM, said:
If by "penalizing" you are not implying negative numbers, them I'm fine with hitting contract rewards. I am not too sure about hitting LP though, especially if they are to mean something significant in the future.
#7
Posted 01 January 2015 - 09:01 PM
Kjudoon, on 01 January 2015 - 07:48 PM, said:
Furthermore, faction hopping should be penalized in increasing amounts or even more so...
So, you want them to install "negative quirks" to the the larger factions, but then penalize faction hoppers. So if my faction gets a penalty to earnings/LP, I would still be penalized when I switch contracts to a new faction...
Are you that sad your faction isn't one of the power 2?
#8
Posted 01 January 2015 - 09:03 PM
#9
Posted 01 January 2015 - 09:06 PM
Mystere, on 01 January 2015 - 08:47 PM, said:
If by "penalizing" you are not implying negative numbers, them I'm fine with hitting contract rewards. I am not too sure about hitting LP though, especially if they are to mean something significant in the future.
Zeroing out contract rewards wouldn't have any effect. Hitting the LP would have a massive effect, and rightfully so. Right now, people are riding the Bandwagon Train. They only want to be on the "winning" side, and right now in CW warm bodies makes up for skill in heaps and droves.
PGI really just needs to do something about the Ghost drops and have them be far more insignificant. I'd rather the ghost drops only count if the defenders fail to muster 12 pilots.
#10
Posted 01 January 2015 - 09:12 PM
Lord Scarlett Johan, on 01 January 2015 - 09:06 PM, said:
PGI really just needs to do something about the Ghost drops and have them be far more insignificant. I'd rather the ghost drops only count if the defenders fail to muster 12 pilots.
With the amount of players I see playing for c-bills instead of objectives in CW, I think zeroing out rewards will have an effect. Firstly, it would annoy me less as I would see less of these real-life wannabe mercenaries.
As for massively lowering LP, there will come a point where "What am I playing <faction> for?" becomes a serious enough question that a faction gets massively depopulated. That will not be good either.
Edited by Mystere, 01 January 2015 - 09:13 PM.
#11
Posted 01 January 2015 - 09:16 PM
#12
Posted 01 January 2015 - 09:18 PM
Agent1190, on 01 January 2015 - 09:01 PM, said:
So, you want them to install "negative quirks" to the the larger factions, but then penalize faction hoppers. So if my faction gets a penalty to earnings/LP, I would still be penalized when I switch contracts to a new faction...
Are you that sad your faction isn't one of the power 2?
Think bigger please. This is about game balance, not personal gain here. I don't care if my faction was penalized, but is an effort in equalizing populations which then helps make the system work better. As for penalizing faction hoppers, let's be honest here. Everyone appreciates a loyal retainer. They don't appreciate a job hopper. This is true in real life as it should be true in a game like this involving the politics of trust. Even moreso when you have teams discussing changing factions in an effort to sabotage war efforts. So temporarily penalize those who change factions every week by requiring them to stick with the faction for 2x longer than their contract if they change factions 3 times in a row or something.
If you really want to make things interesting, give bonuses for units who have winning records too. Treat them like high priced free agents. Again... it is about adding a little realism on the political meta going on. I know this is something many people do not want because they just want a respawn version of what we've been doing. Nothing more.
That is not good enough anymore.
#13
Posted 01 January 2015 - 09:27 PM
Mystere, on 01 January 2015 - 09:12 PM, said:
With the amount of players I see playing for c-bills instead of objectives in CW, I think zeroing out rewards will have an effect. Firstly, it would annoy me less as I would see less of these real-life wannabe mercenaries.
As for massively lowering LP, there will come a point where "What am I playing <faction> for?" becomes a serious enough question that a faction gets massively depopulated. That will not be good either.
That is why you make it an automated formula so populations go down, rewards go up. A big unit leaves, a spike in rewards. A big acquisition of players, contracts go down.
Equilibrium: That is the point.
#14
Posted 01 January 2015 - 09:30 PM
Lukoi Banacek, on 01 January 2015 - 09:16 PM, said:
PQs are where you are supposed earn your money so sayeth PGI.
#16
Posted 01 January 2015 - 10:11 PM
Lukoi Banacek, on 01 January 2015 - 09:36 PM, said:
I've been making mad money in CW. It's also infinitely
CW is also infinitely
Win/win for me.
EDIT: fixed drunken grammar errors.
Edited by Lord Scarlett Johan, 02 January 2015 - 03:01 PM.
#17
Posted 01 January 2015 - 11:08 PM
But if you play well, you can make incredible money from CW. I will have 500m c-bills on saturday for gods sake... Incredible rewards, and I would go for nerfing them a bit.
#18
Posted 02 January 2015 - 02:20 AM
Lord Scarlett Johan, on 01 January 2015 - 10:11 PM, said:
I've been making mad money in CW. It's also infinitesimally more fun than public queue. I'm making 1.1mil every 25 minutes in CW as FRR.
CW is also infinitesimally more fun.
Win/win for me.
I think you meant infinitely. Infinitesimally means "by a very small amount."
Apart from that grammatical nitpick I completely agree with you about it being more fun. I personally think the game mode is much more fun, and the fact that there's a planet on the line makes the nailbiters even more intense. I absolutely love it.
#19
Posted 02 January 2015 - 02:43 AM
StillRadioactive, on 02 January 2015 - 02:20 AM, said:
I think you meant infinitely. Infinitesimally means "by a very small amount."
Apart from that grammatical nitpick I completely agree with you about it being more fun. I personally think the game mode is much more fun, and the fact that there's a planet on the line makes the nailbiters even more intense. I absolutely love it.
Egads! You'd be right! I shall pin the blame on gratuitous amounts of alcohol and using my phone to post things!
#20
Posted 02 January 2015 - 06:38 AM
Kjudoon, on 01 January 2015 - 09:30 PM, said:
Then PGI is going back on their word to Mercs & LWs who made up a significant portion of the Community thus alienating them and it will haunt CW.
There should be nothing preventing any type of Mercenary or LW behavior. The Reward system and raises for certain factions support these 2 groups. There may need to be tweaks such as expelling Merc/LW players who do something that harms the faction such as violating a peace treaty but not prevent it.
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