Jump to content

[Discussion] - Should Fp Scouting Missions Have A Higher Payout Than 25000 Cbills?


22 replies to this topic

#21 m

    Member

  • PipPipPipPipPipPipPip
  • 528 posts

Posted 19 February 2019 - 07:05 PM

View Postjustcallme 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.

View Postjustcallme 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.


View PostKhobai, 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.


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).

View PostKhobai, 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.


#22 Monkey Lover

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 7,918 posts
  • LocationWazan

Posted 19 February 2019 - 08:31 PM

View PostR E X I OS, on 18 February 2019 - 11:36 PM, said:

Scouting is not about money , it's about getting that information that you need so then when you invade that planet you get that slight advantage.


If this was the case you think the loyalty points would be lot higher. You basically get nothing now.

#23 arcana75

    Member

  • PipPipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 1,161 posts

Posted 19 February 2019 - 10:47 PM

There's no harm making Scouting more enticing to players new and old.

Is making the Cbill reward bigger a good incentive? I think 25k base + ingame rewards is fine. I feel as it is, at the speed in which you can get Scouting done be it dash and dive or 4v4 melee, 25k + ingame rewards which ends up around 125k or more esp if you go 4v4 melee.

Maybe increase the base loyalty payout as well.

Bigger changes, the enemy ID, radar sweep and jam don't feel like good enough hooks to inform the player that Scouting is helping the planetary effort, as they barely affect the outcomes of Invasion matches. If the Scouting outcome were more impactful I think FP fans would put more effort doing Scouting. For example maybe a free air/arty strike to every player on 1 team, activating more turrets in map modes that have turrets, having a neutral zone dividing the map into 2 and filled with turrets and free target locks that flip ownership depending on which side had more of the Scouting bar filled, more drop tonnage, etc.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users