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A Possible Fix For Teamwork: Team Reward Pool


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#1 Tibbnak

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Posted 06 June 2017 - 01:34 PM

Currently, there's a problem with teamwork in SOLO quickplay. People have a gameplay pie and they all want their own piece of the glory sometimes at the expense of others.

In MWO, you literally are competing against your own team for damage and kills to ratchet yourself up, rather than focusing on the team and teamwork.

On top of that, mwo is a TEAM GAME, with TEAM GAMEPLAY. You can very easily play an entirely support role and be integral to your team winning and get jack **** all for score and damage.

Some examples could be someone who turns the tide of battle by being a key distraction tank and poking, or someone who covers the team in on a surprise flank with ecm in a coordinated movement but catches a stray ac/20 round just before the fight begins. Or what about that forward scout that dedicates their round to spotting and drop calling and narcing? **** them, am I right?

It goes on, and it is very easy to feel like you are wasting your time doing anything but a damage role, because that is the role that mwo fosters for success.


Some attempts have been made to address this. AMS rewards for example were a good step. This however, is just treating some symptoms rather than the root cause.

My proposal is to make rewards per-team instead of per person. The entire team's efforts contribute to a singular pool that they all win (or lose-win) (Excepting disconnects and teamkillers and suicides) at the end of a match, and bonuses can be focused more around tracking teamwork and team contributions to the match.

You can keep the individual damage and score system for epeen, and if not being able to be a special snowflake of the round bothers people that much, you could literally just rip Overwatch off and give bonus rewards on top for excelling in specific roles and even have a play of the game. I know crysis 3 can record serverside gameplay demo file binaries; you can use those.

Edited by Tibbnak, 06 June 2017 - 01:44 PM.


#2 AnswerIsOne

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Posted 07 June 2017 - 10:17 AM

I as a scout pilot have time and again , sacrificed myself to Squirrel away enemy mechs to give my side the advantage, Doing this successfully gives my team an advantage, but usually at the cost of my mech. Yes I can get the win, but my damage will be far less than if I fought with the main force. I loose out huge on Points and Experience, Why? because I played intelligently by improving my teams odds.
If I just wanted to get easy kills I could, but by hitting as many enemies as possible I cause a few if not half the enemy to pay attention and chase me (Squirreling), Thus giving my team a numbers advantage by separating the opposing force. Except for team drops, where is my incentive for doing this in a PUG match?





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