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Rewards For Fulfilling Objectives In Cw


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#1 xe N on

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Posted 04 January 2015 - 09:55 AM

It seems that many IS PUG players and even small groups are sometimes more interested in their score then actual in fulfilling objectives in CW, especially in attack and counter attack mode

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.


#2 oldradagast

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Posted 04 January 2015 - 04:48 PM

I would just like to see damage on gates, generators, etc. for the attackers actually count, and there should also be objective rewards, much like killing mechs, for the objectives (killing blow, most damage, etc.) Nothing more idiotic than sacrificing yourself to destroy the targets, only to see your "team" lose because they were busy fighting defender mechs... and then they score higher than you since all that damage you did - and objectives you took out - counts for nothing in the final score.

#3 Koniving

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Posted 04 January 2015 - 04:57 PM

I'd like other options far as CW goes.

For instance, what if your force can't do anything about the generators?
Well then, you blast through the gate.
What if your mechs are too small / lightly armed to realistically do that?
Well are there little points of ingress too small for most mechs, but your little 20 to 25 ton mech could sneak in?

Another thing is I think a "Generator" holding a gate shut makes no sense. Okay, so the power goes out...and the doors start moving. Really? Really? There's no power. Even if you try to say magnetically sealed it is a really hard sell.
MechCommander had generators, to permanently disable gates. Or you could destroy the gates. But if you wanted to be able to reuse the gate (for a defense against a counter attack later), you'd hack the gate controls. Which the defending team could restore the gate controls.

Team A hacks the controls whether by jumpjet mech or by sending a Locust through some oversight in the base's perimeter, either way opening the gates. Team B repels them and restores the gate controls. It goes back and forth until one side wins. Or, it's worth the risk, blow the gate. But now that gate is blown for the counter attack, too, when the now-attackers are then defending the base in the state they left it in.

Alternatively, they could destroy the gate controls, locking the gate open or shut with no hope of changing it until the match is over (as replacing a control station is probably easier than replacing an entire gate).

Which then leads to turrets, which were originally described in 2012 as going to have power stations and their own 'controls' to take over.

....Anyway... It'd be nice to see more than "Team A, rush in" and "Team B, pitch a tent."

#4 Davers

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Posted 04 January 2015 - 05:16 PM

If you want to talk 'realism' getting control of a gate by running or standing in a red box is silly too. ;)

But I did love MechCommander. Those missions were really fun. But they wouldn't translate well to MW:O being a 'top down' strategy game, not a FPS.





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