That reward (score, credits, XP, reputation...) would be based on a COMBINATION of the Rank of the player shooting, and the Rank of the player being shot at.
That means the highest reward multiplier would be achieved by one Rank 16 player shooting at an enemy Rank 16 player, and the lowest reward multiplier would be achieved by one Rank 1 player shooting at an enemy Rank 1 player.
HOWEVER this would have ZERO impact on the fighting itself : It would only affect the way the fight is rated and rewarded.
So if FOR EXAMPLE, the reward multiplier was (0.5+ (Rank of player shooting + Rank of player shot) / 32)...
Then :
- Rank 1 player shooting at Rank 1 player : Modifier is (0.5+(1+1)/32) = 56%
- Rank 1 player shooting at Rank 16 player : Modifier is (0.5+(1+16)/32) = 103%
- Rank 16 player shooting at Rank 1 player : Modifier is (0.5+(16+1)/32) = 103%
- Rank 16 player shooting at Rank 16 player : Modifier is (0.5+(16+16)/32) = 150%
The benefits would be multiple, including :
- Rewarding loyalty
- Penalizing excess faction hoping
- Encouraging Unit vs Unit metagaming
- Providing a reason for new players to look forward to shooting high end opponents, instead of currently being put off from playing MWO because of them.
- Possibly a whole new level of strategy, game balance, and a whole new meaning to "player reputation", as high ranked opponents get prioritized, instead of currently getting avoided in favor of weaker opponents.
- Stronger players for COMPETITIVE PLAY, as meta players spend their year homing their skills by focusing on tough opponents to maximize their bonus modifier, instead of currently wasting their time focusing on seal clubbing the weakest possible ones.
Edited by Humble Dexter, 05 February 2018 - 05:28 AM.