Savage Wolf, on 31 May 2017 - 06:28 AM, said:
- Positioning
- Map Awareness
- Scouting
- Team Play
- Strategy
- Leadership
- Influencing/Tricking enemies
- Circumventing enemy defenses
- Improvisation
- Tanking
- ECM/AMS support
- Winning
Right now, rewards mostly go to the ones that apply aiming above all else which is translated to damage and kills. Every function that supports this is rarely rewarded unless you yourself can capitalize on it. It's like an MMO where the DPS class get all the XP, but the Tank and the Healer get barely anything.
Then let's be fair here. Most if not all of these are already rewarded - implicitly or explicitly.
Positioning allows you to inflict damage at all/longer/better than the enemy. Poor positioning is punished, good positioning rewarded. Map Awareness is positioning in relation to enemy positioning and/or terrain, so, same deal. Scouting is currently rewarded with spot assists, CBill bonuses for targetting, UAV damage locks, etc. pp. - could be more, but it is awarded. Team Play is rewarded - teams that spread out and don't focus their fire lose to teams that form firing lines and have drop callers. Strategy/Leadership/Tactics are just fancy words for drop calling and positioning, so, dealth with. Influencing/Tricking the enemy/squirreling/PsyOps are already rewarded by having an enemy team turn incorrectly, resulting in superior positioning. Dealt with. Circumventing ... so, positioning. Improvisation, so ... map awareness/positioning/drop calling/scouting again. Tanking is implicitly rewarded by A soaking damage so B can deliver damage better/longer. AMS is rewarded in CBills/Match Score, ECM could use some mechanic to do that, too. Winning isn't much of a skill - and even then, already rewarded by more shekels/XP.
There are no healers in MWO. And tanks do need some sort of damage mitigation reward, agreed. Soaking damage should get rewarded to some degree, if you are within X of allies, to prevent yoloing into enemies for shekels. My already "IF THEN" statements might show how hard rewarding tanking could be.
Nevertheless, MWO is a combat game, and dealing damage and defeating the enemy is the prime goal. Anything you mentioned is a set of skills the damage dealer requires, and nothing new. You need to be in the right spot, with the right map awareness, and teamwork, and someone calling the drops, to deal more damage than the enemy and survive the punishment of returnfire better than them. LRMs have no skills outside of that what direct-fire already requires to be good. And aiming is the difference between being a warm body in a firing line or putting the enemy down faster. If you walk in a firing line and soak damage, cool. You are supporting your team. But if you can't land your shots, you are just a time/hitpoints buffer.
Enablers should be rewarded. But the executers are still doing most of the work. It takes little skill to walk with a deathball. Just like it takes little skill to fire off LRMs. It takes a lot more skill to land a tricky shot and take out a crucial component to soften an enemy team so you can run them over faster.
I don't even want to sing any elitist tirades here, but this reminds me of a tangentially related debate I experienced way back during Neverwinter Nights 2 times. People assumed that character builds optimised for combat could not roleplay, and characters misspecced and clicked together willy nilly were "more roleplay", and thus "bad at combat". The truth of the matter was that either build had to perform in roleplay, the prior just didn't suck at fighting. But, explaining that to the "roleplayers" was like talking to a wall, because they would not accept that their builds were simply unneccessarily weak - not because they had to be, but because they deliberately made them weaker - and they had no gains, because the perceived "powergamers" had to roleplay just the same.
And that's what I see when this topic comes up between LRM and direct-fire camps. Direct-fire requires any skill LRMs need to be at their peak potential, just that direct-fire additionally requires you to 1.) know, see, guess or remember what components are carrying what loadout 2;) know, see, guess or remember what components are weakened and 3,) be able to concentrate your damage into those components, whilst communicating your knowledge/observations with the team. "Atlas open CT, one-touch.", etc. - LRMs don't require any addtional skills other than hopefully focussing with the group as the drop caller projects. Direct-fire needs to know more about the target in general (chassis, hardpoints, quirked armor) and in specific (current damage state, XL engine yay/nay) and then captialize on that knowledge.
So, repeating myself: What other skill than aiming do you want to see rewarded - and how? Almost all the things you mentioned are implicitly rewarded, or outright result in higher matchscore and XP/cbills. The implict reward is getting a shot at a target. And that shot is gated by your aiming skills. Potentially hitting the target has no rewards, because it's an enabler not being executed upon.
Personally, I would like to see AMS, ECM, Scouting, Sensor Boost (Cyclops), UAV et.al. have a better payout/impact. But at the end of the day, this is a game where you need to kill the enemy team. And until we get proper UT-style Domination/BF-style Conquest, it will always be about that. Which sucks - I like myself a little more involved gameplay, such as Titanfall#s Attrition, or bespoke Conquest of Battlefield, but ... eh. (On that note, screw Incursion. Good idea, poor execution.)
Edited by Ced Riggs, 31 May 2017 - 07:07 AM.