justcallme A S H, on 19 February 2019 - 01:05 PM, said:
If you make the base payout say 100k. And then people can earn another 120k-200k on top. You're now earning more than a normal QP match.
Increasing the base payout earned for scouting is what the topic is about.
justcallme A S H, on 19 February 2019 - 01:05 PM, said:
It's pretty simple. If you drop the PvE warrior and play the FPS part of the FPS game. You will earn a solid average between 120k and upwards on 150k on a more reasonable game. That is more than enough for the speed of the match which is much quicker than a QP generally.
Is what you are saying known to every player regardless of tier or skill-set? No.
Is this advertised within the Contract section for when choosing Merc? No
Is this mentioned after selecting a Call to Arms and then selecting Scouting? No
What IS mentioned is a very LOW amount of 25000 CBills to new and existing players which I believe isn't enticing enough.
Khobai, on 19 February 2019 - 01:26 PM, said:
It is irrelevant because the issue with scout mode isnt the payouts. its that doing scout matches has negligible impact on flipping planets. Theres absolutely zero feeling of accomplishment after winning several scout matches. Because the intel bonuses you get are almost entirely irrelevant and have very little impact on helping your team win invasion matches.
scout mode needs to have a direct impact on flipping planets. to make scout mode actually meaningful, every 15 scout wins should count as 1 invasion win. And scout mode also needs some minor changes (see my above post) to make the gamemode more fun and less frustrating overall. That way youd be able to play several scout matches on end without rage quitting...
also when a planet gets flipped, everybody who helped flip the planet should get rewarded proportionally, not just the unit that played the most matches. the current planet ownership system completely undermines the effort everyone else put into helping flip the planet. Units dont own planets. Factions do. Everyone who belongs to a faction should have a stake in their faction gaining territory regardless of whether theyre a solo player or in a unit.
scout mode needs to have a direct impact on flipping planets. to make scout mode actually meaningful, every 15 scout wins should count as 1 invasion win. And scout mode also needs some minor changes (see my above post) to make the gamemode more fun and less frustrating overall. That way youd be able to play several scout matches on end without rage quitting...
also when a planet gets flipped, everybody who helped flip the planet should get rewarded proportionally, not just the unit that played the most matches. the current planet ownership system completely undermines the effort everyone else put into helping flip the planet. Units dont own planets. Factions do. Everyone who belongs to a faction should have a stake in their faction gaining territory regardless of whether theyre a solo player or in a unit.
I understand and agree. But the game dynamic could take forever to change.
Whenever there is an event, where people are incentivized, this game has people playing. Incentivization, if unique enough like the percentage example above that would constantly grow or inflation of the Invasion pot amount, could be done, I believe, in less time (compared to dealing with numbers growing and shrinking and not the current structure of game dynamics).
Khobai, on 19 February 2019 - 01:26 PM, said:
making scout mode more impactful and rewarding solo players for helping to flip planets would help get solo players more involved in faction play.
This by the way is a great statement that should be tweeted to the CEO.
Edited by m, 19 February 2019 - 07:06 PM.