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Rewards For Rewarding Gameplay Which Isn't Rewarding To The One Rewarded


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#1 TheoLu

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Posted 14 June 2018 - 07:31 AM

As many of you may already know, if you go and capture points in Conquest or the base in Assault, at the end of a match you will get just about no reward for having done so.

You could bolt it across to the enemy base and be the reason your team won and have seen precisely zero red brackets and done zero damage, and will consequently get no rewards of consequence. This means the person doing so, while they may have been pivotal in a match being a win rather than a loss, is likely to get the very least of the rewards anyone on their team will.

So I'd like to suggest a reward be implemented for the unsung heroes who end up being the very reason their team wins such matches, but with balancers in place to prevent abuse (legging out the last enemy heavy/assault and rushing for the enemy base to win on capture rather than elimination for even-more C-Bills, as example).


The precise numbers would have to be calculated by those who have the data on hand to determine a reasonable reward output, and it could be that it scales also based on tiers, but the overall concept would go like so:

A) If a player's activity in a match consisted of 50%* or more of the 'capture time' necessary for a match to have resulted in a win based on capture or conquest points, and their damage output/other 'bonuses' received (flanking, scouting, counter ECM, UAV detection, UAV locked damage, spotting, etc) are minimal or non existent (below the lowest 'other stuff' bracket) they receive a c-bill and experience bonus which brings them roughly in line with someone whose input in these respects was moderate.

B) If they've 30% or less 'capture time' and a modest amount of the rest, their bonuses are again adjusted such to account for their mixture of roles, reducing the 'payout tier' they receive for the capture aspect further

C) If they've 12.5% or less 'capture time' and a moderate amount of the rest, they receive the lowest bonus for their involvement in capturing


The ideal scenario would be a person who just taps a conquest point at the beginning of a match and then goes skirmishing doesn't derive any significant benefits (or any at all) from having done so, while someone who does both that and flips a completely-captured point and sees a match won on points capture while they spent most of the rest of their time fighting would get bracket C.

A person who ends up capturing two points and flipping another would likely fall into bracket B while someone who does virtually no fighting but is responsible for capturing a bunch of points and also flipping some will probably end up with A since they're less likely to get involved in any fighting.

This would give at least some incentive to folks to go after conquest points or bases rather than pretend every match is, in reality, just another Skirmish; because now doing so will actually reward them rather than see them invest a lot of time doing something relatively-mundane for less payout than putting their mech to work rootie-tootie-point'n'shootying.


It could, probably should, also work such that if one fights within a certain radius of a conquest or assault point then they get an attack/defense bonus which will rack up slowly the more time they spend 'working on that point'. This could again give incentive for people to go after points particularly if there's someone defending it, and similarly incentive for people to defend points in case someone 'attacks' it.


In this way, if done properly, conquest and assault matches could turn into something a little more than "skirmish, but with extra failure/win conditions"





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