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Lower Drop Weight XP/CBill/Salvage Multipliers


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#21 TheRulesLawyer

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Posted 15 March 2012 - 11:17 AM

View PostDlardrageth, on 15 March 2012 - 09:58 AM, said:

Not sure if that came up in the last big thread about a reward system for MWO (there was one, I'm positive), but if it weren't too easily exploitable as well (in particular with PUGs), one could even think about waiving all individual rewards and just have a "team one" which gets shared. Obvious problem with that being that it would spark an AfKer and Botter inflation of huge proportions. :P


Heh. Not to mention it would enrage the "I deserve more 'cause I am 1337!" crowd that we seem to have a lot of on the board.

#22 Ice Dragon

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Posted 15 March 2012 - 04:42 PM

I don't think lights will be useless, it's just the points factor. I think it will be hard to represent the efforts of scouts using team xp and unweighted damage xp. Weighted scouting and dmg would alleviate this I think. And weighted dmg would encourage mediums. You'd still have to be elusive and hit and run to survive, but getting shots off would be slightly more worth it. There would of course be no xp penalty for death, but there would be the money factor (also less if your team loses).

I was using kills as an example, but I do think damage would be a better system. Or rather like BF3, where the person who gets the kill gets 100 points, but the assister gets the damage out of 100 they dealt plus 50 for suppression usually, or savior, or whatever. The assister end sup getting more than 100 for working together, and there is more xp overall for teamwork.

And keep in mind that a multipler will not be huge, the example I gave was a max difference in weight (or BV). it would only go from .25x-4x, with most people being around a average weight of about 70 then it would give small bonus points most of the time, a little incentive of 120 points instead of 100.

But there needs to be a deterrent for stopping crappy players from being punching bags. I mean it's not bad that it will get the team extra points, the assault will be able to dish out damage twice as fast as any medium for half the points, so I think it will end up being even. Any way isn't it a smart move to have the team focus fire on an assault? But then encouraging that makes people far less likely to be assault, or rather an assault in a bad situation.

It is a very tricky balancing act and im very interested to see how they manage it since it can so easily fall prey to so many fps and MW tropes. All the slight psychological costs can certainly lead to drastically different gameplay.

#23 Outlaw2

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Posted 15 March 2012 - 05:11 PM

View PostTheRulesLawyer, on 15 March 2012 - 09:25 AM, said:

Yah. If they don't have objectives this game will get stale and assault heavy very quickly. Objectives you need to go capture rewards speed, not just firepower.


http://mwomercs.com/...post__p__159166

I need to add though that even with capture point objectives, I would still also advocate a BV system.... since its the slow medium mechs we need to look out for (and any other mech thats seriously outclassed by other mechs for their role).

Edited by =Outlaw=, 15 March 2012 - 05:12 PM.






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