Jump to content

Return To Rewards For Damage Taken


5 replies to this topic

#1 Alexander of Macedon

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,184 posts

Posted 23 July 2017 - 03:00 AM

We've talked about this before, and about the difficulty of distinguishing between someone who wandered off and died vs. someone who led a push and got chewed up helping their team secure victory.

So how about a two-part metric?

Rewards in exp, cbills, and match score roughly on par with those for damage dealt for taking damage without dying, such that someone who survives a match on ~20% would get rewards more or less equal to someone who does 1k damage (ignoring rewards from component destruction, kills, &c. that tend to go along with that). If you die, no reward from this

Likewise, rewards on a much smaller scale for the amount of damage you took before you died. If you died at >70% or so, nothing. Beyond that, rewards scale upward, to the point that getting to ~20% before dying would be equivalent to dealing ~400 damage.

There's still probably some room for gaming it, but that already happens with farming useless damage and components. I think this is at least a decent way to encourage people to share armor without rewarding brainless suicide runs. And, because it's percentage-based rather than flat (that is, the rewards are derived from what % of your armor and structure you lost, not the raw amount of damage you received), evasion-tanking lights can still benefit from it.

Thoughts?

#2 Toothless

    Member

  • PipPipPipPipPipPipPip
  • The Territorial
  • The Territorial
  • 861 posts

Posted 23 July 2017 - 03:08 AM

"Im bleeding, making me the victor!"

Posted Image

This has been discussed and its just a silly concept. There are so many useful and important aspects of play that already go unrewarded, getting paid to take damage is way down the list of rewards I want.

#3 Champion of Khorne Lord of Blood

    Member

  • PipPipPipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 4,806 posts

Posted 23 July 2017 - 03:10 AM

It would definitely help increase pay for people who run no armor on the arms or who deadside. Though that's not really a bad thing, usually people doing that are running meta builds and deadsiding is a great tactic.

Lack of consolidation reward is going to turn some people off, since to many that's what the "I tanked damage and died and so I was the best player on my team" crowd wanted.

So yeah, I like you idea, rewards good players who tank damage but don't die needlessly.

#4 Alexander of Macedon

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,184 posts

Posted 23 July 2017 - 03:38 AM

View PostDakota1000, on 23 July 2017 - 03:10 AM, said:

It would definitely help increase pay for people who run no armor on the arms or who deadside. Though that's not really a bad thing, usually people doing that are running meta builds and deadsiding is a great tactic.

Lack of consolidation reward is going to turn some people off, since to many that's what the "I tanked damage and died and so I was the best player on my team" crowd wanted.

So yeah, I like you idea, rewards good players who tank damage but don't die needlessly.

Mm, that was the main problem I had with it before. It's not just about being willing to take damage, you also have to know when you should do so and when you should drop back to let someone fresher take fire.

#5 Shifty McSwift

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,889 posts

Posted 23 July 2017 - 04:25 AM

Notion 1; Rewarding for circumstantial damage taking, much like how hit and run rewards function, reward the opposite, taking damage while teammates are dealing damage (a "Tanking" reward), and/or a "Support Fire" reward, paid to the mechs dealing damage when a teammates is being shot. Obvious pros and cons apply here, plus it is a difficult thing to script right.


Notion 2; Paying a reward depending on the % health left on a mech at the end of a battle, but only if it is past a certain threshold, specifically enough to suggest they had been twisting and not just taking all CT or whatever damage, maybe whatever relevant percentage of health the CT is, for example an atlas needs to take more than 25% total damage before a reward is paid at all, and only a small one at that level, incrementally increasing as that percentage gets higher.

Pros; Rewards taking some damage or sharing armor, rewards twisting, rewards fighting to survive rather than suicide rush, punishes bad accuracy.

Cons; Might be abusable (though could be workarounds for it, like disabling the bonus if too much team damage is taken in a match).

#6 Shifty McSwift

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,889 posts

Posted 23 July 2017 - 04:29 AM

View PostZacharyJ, on 23 July 2017 - 03:08 AM, said:

"Im bleeding, making me the victor!"

Posted Image

This has been discussed and its just a silly concept. There are so many useful and important aspects of play that already go unrewarded, getting paid to take damage is way down the list of rewards I want.


Sure, if you assume the tanking bonuses are going to outweigh the damage plus victory bonuses, which they don't have to at all, the idea is about adding small circumstantial rewards to good play, that build up, so that even if you lose, if you did a lot of good teamwork, you get a better reward than if you had just sat and done nothing, plenty of examples of this are already in the game, asking for more in QP for the sake of rewarding "good play" is all the better IMO.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users