Marquis De Lafayette, on 28 September 2017 - 08:03 AM, said:
I can't believe I am going to say this (being how competitive I am)...but to get the talented population to spread out more you probably need to make playing more matches (win or lose...ugh) more profitable (MC) for units than stacking one side is, so as to have a shot at getting planetary MC.
I agree with your post, below is my take on an implementation, which you may or may not agree with.
Problem: FP MC reward structure heavily favors units stacking one side in order to take planet tags. This creates a bad experience for all involved, and drives players out of FP.
Idea: Reward MC per match based on position of tug-of-war bar, with the winning side earning less.
Description: When tug-of-war bar is in the middle (50%), both sides get 1% of LP/RP earned as MC. (MATH below) As the bar moves, the winning side earns less MC linearly. At 75%, the losing side still earns 1% and the winning side earns 0.5%. When the bar hits 100%, the winning side earns 0% in MC.
I am not fixiated on 1%, it's just a nice round number. A typical FP match earns 500-1000 RP/LP, 1% of this equals 5-10MC per match. It would take hundreds of matches to earn a free hero mech, but it is consistent earning that doesn't require being one of the top 4 units on the winning stacked side. (If this is giving away too much MC, toss out the loyalty rank MC, which encourages grinding, stacking, and seal clubbing)
Result: Strong disincentive for the skilled players and units to stack one side, more balanced and competitive FP. Rewards players more for participating, with an overall better experience.
Edited by NlGHTBlRD, 02 October 2017 - 08:01 PM.