The current CB system punishes players for:
1 ) Using Ammunition
2 ) Spreading Damage Out Across Sections
3 ) Staying in a match for the full duration
4) Using higher tech/higher tier mechs
And rewards players for:
a ) Dying quickly and jumping into a new game
b ) Not repairing/rearming fully before a match
c ) Underarming/armouring mechs
With minimal reward boost for actually winning the match.
This is the exact opposite of what behaviour should be encouraged and rewarded.
(1) An easy fix for situation is the damage done value, have it reward cash proportional to damage done if the ammunition hit and dealt its damage. This rewards accurate fire and discourages spamming away rounds. So that in theory: if one ton of ammo would deal 100 damage for 10k CB you get 10k CB if you deal 100 damage, or 5k CB if you dealt 50 damage with the ammunition.
(2) Using a similar system to (1) reward money for damage taken from enemies on armour proportional for standard armour costs, so spreading damage across the armour is not punished, but dying due to your own ammo explosions and structure damage taken isn’t covered as you should be trying to avoid those scenarios.
(3/a) Scale the static money rewards (win/loss) by the duration you stay in the match for, so that if the game is 10 minutes long and you leave 1 minute into the match you only get 10% of the static amount. Encourages trying to survive as long as possible (it’s more fun to play then spectate) and to see a match reach its conclusion (and providing advice/help to still living members when in spectate mode).
(4/b/c) Make the static reward for a loss be able to cover a full repair/rearm of the most expensive possible configuration. That way players have no excuse to go into matches not fully repaired or rearmed and won’t put their team at a disadvantage.
(a/b/c) Also winning should be rewarded more; there is currently very little monetary incentive to win a match. An easy fix is to make wins provide double the base reward compared to loosing. This will further discourage poor gameplay behaviour as winning the match provides a significant boost, and potentially (considering the above) the only real source of revenue in very expensive configurations.
With these changes free to play players can still make and play any mech they want, and premium players/mechs are just a nice bonus reducing the grind. This removes the pay to win impression the game gives (I know it is not pay to win but it gives of a bit of the vibe) as both premium and f2p accounts can have the same configurations and still make profit in each game.


How To Fix The F2P Model And Also Encourage Good Player Behaviour.
Started by StandingInFire, Nov 07 2012 01:39 PM
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