1) Damage absorption/ mitigation. Mitigation might be asking too much for the server to keep track of, where thing impact near your mech without hitting you and all that. HOWEVER, absorption is absolutely tracked by the server already to give damage scores to the aggressor, but there is no corresponding 'reward' for the guy that is rolling his damage effectively and lasting longer as a result.
There needs to be an additional reward class for this for all weight classes with acheivements and XP and cbills for each and every match.
This way that guy that 'holds the line' in a firing line and is simply trying to hold on for a few more seconds so his team can kill more of the opposition doesn't go away with 56 damage as his only score count.
2) Flanking bonuses need to be applied far more often for medium and light mechs, the amount of time that passes, before this gets awarded more than once is simply too long/ non-existent seeming.
3) Scouting bonuses need to be something that are awarded anytime a mech changes grid location in addition to the current YOUHAVENOTSPOTTEDTHISONEYET one time bonus. It doesn't need to be as large a bonus as the first one but it needs to happen often to you know reward mechs that are actually scouting. Give them 100 cbs earn-able once every 30 seconds per dorito or something.
4) No one else has been able to fix NARC yet PGI, but if you want to make it a viable system, it needs to give the same UAV style spotting bonuses regardless of damage source while it's active on the mech. That's step one in making it something some might be interested in, step 2 is probably a significant weight reduction in the launcher.
Anyone else got some pillars of game play things you feel are missing?


New Pillars For Rewards Need To Be Added Here's A Couple
Started by Lugh, Oct 13 2015 07:49 AM
7 replies to this topic
#1
Posted 13 October 2015 - 07:49 AM
#2
Posted 13 October 2015 - 08:06 AM
1. I always loved getting Steel Wall in WoTs. I think having more Achievements based on this would be fun. Maybe Rewards too; less certain about that.
2. Maybe. More rewards are good and all, but don't really want it to be 'gameable' where players only attack when their 'Flanking bonus is up'.
3+4. Keeping targets locked should be rewarded. NARC should be worth more than it currently is.
2. Maybe. More rewards are good and all, but don't really want it to be 'gameable' where players only attack when their 'Flanking bonus is up'.
3+4. Keeping targets locked should be rewarded. NARC should be worth more than it currently is.
#3
Posted 13 October 2015 - 08:58 AM
Davers, on 13 October 2015 - 08:06 AM, said:
1. I always loved getting Steel Wall in WoTs. I think having more Achievements based on this would be fun. Maybe Rewards too; less certain about that.
stuff
stuff
In the same vein in MWO.
Quote
End a match alive with less than X health
40/30/20 percent Health left
Title: Bad Company
#4
Posted 13 October 2015 - 09:47 AM
Almond Brown, on 13 October 2015 - 08:58 AM, said:
In the same vein in MWO.
Yes a one time achievement is nice and all. But those that are doing that on the regular are doing a good job of splitting enemy fire and helping the whole team survive.
There needs to be match based rewards of some kind based on living under fire for a long time...
#5
Posted 13 October 2015 - 11:07 AM
While I agree that there needs to be more rewards, we must all understand that PGI will then reduce the amount rewarded across the board on the other rewards so as to not upset the "Pauleconomy", right?
Where will that leave us? Can't say for sure but I think it's up a creek somewhere.
Where will that leave us? Can't say for sure but I think it's up a creek somewhere.
#6
Posted 13 October 2015 - 12:56 PM
TLBFestus, on 13 October 2015 - 11:07 AM, said:
While I agree that there needs to be more rewards, we must all understand that PGI will then reduce the amount rewarded across the board on the other rewards so as to not upset the "Pauleconomy", right?
Where will that leave us? Can't say for sure but I think it's up a creek somewhere.
Where will that leave us? Can't say for sure but I think it's up a creek somewhere.
This is where PGI is failing at math again(well maybe it's micro and macro economics in truth but still math). As long as you never let mechbays be bought for cbills, you can award as much CBILL cash as you want every single match.
In fact one could argue the stupidity of nerfing cbill gains to encourage income, as more mechs and stuff sold for cbills = more mechbays bought for MC. Which means more money in PGIs pockets.
#7
Posted 13 October 2015 - 01:02 PM
Quote
1) Damage absorption/ mitigation. Mitigation might be asking too much for the server to keep track of, where thing impact near your mech without hitting you and all that. HOWEVER, absorption is absolutely tracked by the server already to give damage scores to the aggressor, but there is no corresponding 'reward' for the guy that is rolling his damage effectively and lasting longer as a result.
There needs to be an additional reward class for this for all weight classes with acheivements and XP and cbills for each and every match.
This way that guy that 'holds the line' in a firing line and is simply trying to hold on for a few more seconds so his team can kill more of the opposition doesn't go away with 56 damage as his only score count.
There needs to be an additional reward class for this for all weight classes with acheivements and XP and cbills for each and every match.
This way that guy that 'holds the line' in a firing line and is simply trying to hold on for a few more seconds so his team can kill more of the opposition doesn't go away with 56 damage as his only score count.
How would this work exactly?
Basically youd be rewarding people for taking damage?
What about people that dont take any damage in the first place? Shouldnt they be rewarded more?
Seems like the reward needs to be based on a damage done divided by damage taken ratio.
#8
Posted 13 October 2015 - 01:45 PM
Lugh, on 13 October 2015 - 12:56 PM, said:
This is where PGI is failing at math again(well maybe it's micro and macro economics in truth but still math). As long as you never let mechbays be bought for cbills, you can award as much CBILL cash as you want every single match.
In fact one could argue the stupidity of nerfing cbill gains to encourage income, as more mechs and stuff sold for cbills = more mechbays bought for MC. Which means more money in PGIs pockets.
In fact one could argue the stupidity of nerfing cbill gains to encourage income, as more mechs and stuff sold for cbills = more mechbays bought for MC. Which means more money in PGIs pockets.
You're assuming they'd make up for the loss in mech packs and MC mech sales in the volume of mech bays they'd sell. Considering the player base is fairly small I'm not certain that's the case.
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