Jump to content

Role Warfare Bonuses


No replies to this topic

#1 Bandilly

    Member

  • PipPipPipPipPipPipPip
  • The Deadly
  • The Deadly
  • 635 posts

Posted 24 November 2016 - 09:46 AM

I think all mech weight classes should have a larger incentive to perform their expected roles. I'm not saying they have to be all cookie cutter, but the current reward system is based almost entirely around dealing damage and getting kills. Allow them these rewards, but then add additional incentives to perform within their weight class.



LIGHTS - Lights are generally fast and used for scouting. Lights probably suffer the most from the fact that rewards are all dmg/kill based as a light performing well as a scout can often win their team the match but score abysmally low on the rewards end.

Light Scouting - Light mechs should receive an additional reward whenever they scout an enemy mech. The bonus should be 50-100% of the normal scouting reward so 1500-3000 cbills.

Light Capturing - Flag capping is currently worth very little in the way of rewards, particularly those tine 100cbill rewards for active capping. A light should get an additional bonus of 200-500 cbills whenever they receive and active capping reward.

NARC Scouting - NARCS aren't just useful to missile boats, they let the entire team know where a particular enemy is. While an enemy is actively NARCed the light should receive a reward, the delay between rewards should be between the duration of a normal NARC and a modded NARC so that a light who went as far as to buy the module gets can get the reward up to twice per NARC instead of once. Not sure on reward value, maybe 1k?

TAG Scouting - Similar to NARCing an enemy using TAG helps allies outside of just missile or raw damage. A Light mech using a TAG laser on an enemy should get a reward for every x number of seconds they can hold it on the target, lets say 100-500 cbills that cycles every 5 seconds.



MEDIUMS - Medium mechs fall between the Lights and Heavies, we know they should be rewarded for performing a mix of roles between scouting and fire support.

Active Brawling - So there is the Brawling reward, but it currently only rewards you if you get a solo kill on the mech. Also note the current Brawling reward doesn't actually distinguish between brawling and sneaking up on a mech alpha striking it in the back. Active Brawling would be a reward given to a mech actively exchanging close range fire with an enemy mech. Say 500-1000 cbills with a 5 second cooldown for exchanging fire with a mech within 450m...possibly even shorten that distance requirement.

Flanking Fire Support - Using their speed and moderate firepower it isn't unusual for a Medium mech to find some nice flanking positions. A Medium mech should be rewarded an additional 1000-2000 cbills for each flanking bonus they get.

Medium Scouting - A lesser version of Light Scouting, a medium should be rewarded extra for scouting, but not quite as much as a Light.

Medium Capturing - Same, a Medium should receive a lesser version of the Light Capturing bonus.



HEAVIES - Heavy mechs do primarily one thing, blow stuff up, they can also sustain a modest amount of damage, but their primary role is blowing stuff up in any way they can.

Protective Heavy - A reverse version of Protected Light, the heavy providing the protection should get an equal reward.

Active Brawling - Identical to the Medium version.

Heavy Fire Support - Heavies should be encouraged when they bring their massive firepower on the same target as everyone else. Heavy Fire Support is a reward that should be given to a Heavy mech that, while outside of the 450m brawling range, damages an enemy mech that is also being damaged by friendlies.



ASSAULTS - Assaults are the primary tanks of the game, but they receive very little incentive to do so. Some of the lower weight assaults are also primarily fire support rather than tanking and shouldn't entirely be left out.

Protective Assault - A reverse version of Protected Light or Protected Medium, the Assault mech should get a share of the rewards for all the mechs hiding behind him.

Assault Tanking - If an Assault mech pushes and draws fire while his team decimates the enemy he should be rewarded. An assault mech actively being shot by a mech which is in turn being shot by one of his team members should get this bonus. The bonus should be at least a few k cbills on a modest cooldown because if this is a real push it might be a one time thing for that poor Assault. Heck this could even be a large posthumous reward, like 10-20k cbills under the right conditions, dying while being shot by more than one mech while your team was shooting one or more of them.

Assault Fire Support - Similar to Heavy Fire Support but it should be limited to direct fire weapons, no reason to encourage Assault mechs to carry LRMs (ridiculous damage numbers already reward the LRM assaults enough).




I understand I may not have balanced everything to help the most unused classes, like lights, but this is just a base suggestion to help encourage people to use their mechs to their maximum potential. Note I put a strong emphasis on bonuses that helped the team win the match or kill opponents without necessarily rewarding massive solo DPS...the current rewards already do that well enough on their own.

Edited by Bandilly, 24 November 2016 - 09:47 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users