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Mech Class Rarity And Chassis Rarity Bonus


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Poll: Rarity bonus (9 member(s) have cast votes)

Do you like the idea to award players for using less used mechs?

  1. Yes, sure (7 votes [77.78%])

    Percentage of vote: 77.78%

  2. Yes, but ... (see in comments) (1 votes [11.11%])

    Percentage of vote: 11.11%

  3. No way! (1 votes [11.11%])

    Percentage of vote: 11.11%

  4. No, but ... (see in comments) (0 votes [0.00%])

    Percentage of vote: 0.00%

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#1 pyrocomp

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Posted 13 March 2017 - 09:43 AM

The current matches feature heavy drops. Currently about half of the Mechs (specific variants to be precise) are and extremely rare sight (like all of Orions, except for the Protector).
To gave players some reason to play those least played classes and least played variants of least played chassis would it be good to add bonus to the match earnings based on the `rarity' of the mech used?

Mech class rarity.
The game tracks the number of mechs in matches and in queue (really, there are percentages up there under `Play' button). To give players more benefit to take not-heavy mech into a match let there at the match conclusion a bouns be added to the Cbills and GXP earned (mech XP is... well, let's not touch it this time). Bouns equal to
(%mechs_in_most_populous_class% / %mechs_in_taken_class% - 1) * X
X anywhere from 10% to 100% (or no cap at all) that is up to `the balance'.
The numbers of mechs in classes are updated every 5 sec, I belive. These numbers to be fixed at player hitting `Play' button to be fair. The statistics should differentiate Tech. E.g. IS lights and Clan lights are different lights.
This is alike to `first victory a day', but tied not to the mech but to the general mech population.

Chassis rarity.
This is the same (almost) to the above but lists usage of mechs for a full day (or 4 hours or what) and reward usage of the least used variants (or 10% or the mechs that are least used). Updated accordingly at fixed intervals.

Pro tips
  • More mechs on battlefield
  • Higher earnings on average for some players
  • More data for the PGI to chew upon before and after `balancing' adventures.

Contra tips:
  • Gameplay can degrade to certain degree as some weird monster of joke build will be undusted and put into action
  • System is somewhat prone to manipulation
  • Hard to explain
  • Requirea UI change to display this info
Your opinion?

PS: can be stretched to weapons used (but metrics should be selected carefully), but this bonus should be around Omnipod set bonus - nice but.

#2 Orkimedes

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Posted 14 March 2017 - 07:33 AM

I'm very partial since I made a thread suggesting it, but I think assigning a bonus per weight class would be a better -though less thorough- way to go about this, as it's not as prone to developmental complications and suchlike. Nevertheless, it's a good idea.





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