To comment on what's already been mentioned in this thread:
-AMS Bonus is a MUST. That's a significant tonnage investment (especially for some of the light mech AMS carriers), and it provides a valuable addition to the team. It will be even more important when the Rebalance happens and ECM is no longer the "Magic Jesus Box". AMS will be valuable and have a purpose, as it's supposed to. There's a reason that stock mechs in TT had AMS and ECM paired on a regular basis.
-The "Tracking Bonus" is another great concept for when you're holding a lock over time . . . especially if you're the "provider" of the targeting data (you got and held the initial lock).
To touch on what Russ Bullock is talking about on Twitter:
-UAV Kills are seriously unrewarded. A little XP and no c-bills for shooting down a 40k c-bill investment from the enemy. At the very least make their kill reward 5k ish c-bills.
-At the same token, add a UAV Kill Assist to coincide with the UAV Kills (although not necessarily what he has in mind of making quick adjustments to rewards that already exist). Make the c-bill and xp rewards at least half (if not equal) to the UAV Kill itself. Sometimes you hit a UAV with a Large Laser and do all but the tiniest fraction of damage left to kill it . . . then someone else barely brushes it while your weapons are recycling and you lose out on the kill.
-All the "proximity" rewards should be bumped up a bit. As of right now they almost never make up more than 5k rewards on even the most prolific matches, because they only tick off so often and they aren't big bonuses to begin with.
-Capturing the enemy base on Assault Mode should be worth 75k c-bills, minimum. Then the capture assist for Assault mode should be worth another 75k c-bills. This makes actually capturing the enemy base in Assault (and thereby completing what's supposed to be the
PRIMARY OBJECTIVE) a worthwhile pursuit. Being one of the assault force that captures the base and winning through that capture makes it worth as much as a normal "skirmish-esque-kill-everything-that-moves" match. Make the rewards worth while and people WILL change the way they play to compensate. You'll probably see more matches go to just enough kills to overwhelm the enemy forces and then move for base-cap, rather than running around trying to hunt down that last mech.
-Set the Conquest payouts to be twice what they normally are; and then set the losing team back to match the winners levels. It's normally significantly less than the winning team, just off the point values alone; but in events where the match was really close (I've had matches go 749-750 before), OR in matches where losing team actually played to the objectives and lost through kills, it makes the loss payout a bit more consolatory for the team. Reward actually playing the game mode . . . not just the kill-everything-in-sight mentality.
Edited in Point: -Defensive and Offensive kills (you know, those extremely rare rewards for getting kills while inside a base you're capturing/defending) should be doubled . . . at least. They're so rare and so niche (mostly because you must be standing INSIDE the capture box . . . see my comment on a new rewards for that, above) that when it does happen, they should be big. They also tie directly into the primary objective of the game mode.
-Return all of the lowered rewards from before the Rewards 2.0 system hit to their previous values. To me there was no reason to decrease those values in the first place, especially with all the new things that are constantly coming out to spend c-bills on.
-Make the Capturing bonus tick off per % capturing you were there for . . . not how long you're standing in the box; and also increase this rewards bonus significantly, because it is already quite niche. There's little rewarding about having people dog-pile capture points if you only end up getting two "Capturing" ticks out of it, when capping alone can net you 10+ (but wastes a lot of time). If you dog-pile a cap point, you should see a lot of "Capturing" ticks spam your screen and add up fast. It also encourages the nearly forgotten capture accelerator; because people will want to cap as quickly as possible for as much rewards as possible. This also propagates the rewards I mention before for the various game modes.
The amount of things we're getting to spend c-bills on sure as heck isn't decreasing, so rewards should be bumped up a bit to compensate. It's one thing to say, "Well, it should take x-amount of time to earn and kit-out an assault mech" when you have a fixed number of mechs . . . it's another thing when you have a constantly expanding roster of mechs and content. Between modules (especially if you want actually fully outfit a whole CW drop deck), new mechs, outfitting said mechs, tinkering with builds, consumables, etc. there are plenty of things to spend c-bills on.
Also, again, make the rewards for actually playing the game mode worth it, and people will play to the game mode, instead of treating everything as skirmish. If the average player can get 400k for actually playing Assault through and taking the base, then they'll damn sure go out of their way to capture that base. Same goes for winning via Conquest capture points.
Edited by Sereglach, 03 November 2015 - 05:32 PM.