These players even get rewarded higher then player that try hard and sacrifices them self for fulfilling the objectives. Because a large amount of reward is not calculated for destroying the door gens while LRMs raining down on you, or pushing through a line of enemy fire to destroy the orbital gun's generators but - instead - is calculated from damage and kill score like in the normal game modes.
So, there are players that actually focus on killing things rather then focus on objectives. But to be honest, who can condemn them? Playing 20-30 min rushing into defenders with the chance that you might fail and get some crappy 100.000 Cbills while you could have made minimum five times more in the normal modes?
On the other hand, kills and damage should of course be rewarded, especially in defense where it is crucial to reduce the defenders for winning. However, in my humble opinion, fulfilling objectives should be the main source of rewards.
Here are my proposal to reward teamplay:
1) Scoreboard for CW has to go. It mostly don't matter in CW and animate players to act as selfish instead of playing as a team.
2) The reward for kills/damage should be reduced to 1/4 for attack and counter attack and 1/2 for defense compared to the normal modes.
3) In attack and counter attack, every fulfilled objective gives an reward depending on their difficulty. Gate generators should of course only give minor rewards. The orbital gun's gens should give some medium reward and the orbital gun itself should give a huge reward. The reward is given equally to anyone in the group. Shooting at one of the objectives provide some extra Cbill + XP. If you fulfill all objectives the whole team should get a reward of lets say 750.000 Cbills in addition to rewards for shooting turrets or enemies. Even if you loose, you get rewarded for at least the objectives you could fulfill.
4) In defend, you get a fix reward for winning (like 650.000 Cbill or even more) every lost objectives reduces the amount of reward that you get. Of course, door gens only costs you a small reward, while loosing an orbital gun's generator already hurts a little bit more. Loosing the orbital cannon of course reduces the reward greatly - lets say to a minimum of 100.000 Cbill in addition to any reward by damage/kills.
Of course, the actual reward amounts need to be tweaked. Attacking also should always give a slightly higher reward then defending to animate people to attack instead of just join defending.
What do you think?
Edited by xe N on, 04 January 2015 - 09:58 AM.