I have to agree with Teralitha once more. Any solution that does not simply change the root of the problem, which provable is the way how rewards and R&R work, is unnecessarily complicated additional code work that also is likely to produce false positives and hurt people that might die early for doing their job as a scout.
So once again here's what needs to change in my view to offer a pretty failsafe way to not allow exploiting and still earn CBills:
*Edit: added a few more points as I found a flaw in it myself*
*Edit 2: added some points from Taryys' thread about new user experience that originally were proposed by Hayashi (for completion reasons)*
- All Trial mechs are locked until match over (because they got no R&R and thus cycling them provides a money making advantage)
- No free Repair. No free Rearms.
- Base reward for winning match depends on your mech weightclass and loadout and is exactly the amount of CBills needed to fully repair and rearm your mech. The less damaged you get your mech out of a won match the more of bonus it provides. This mainly gives scouts a chance to earn money when they do a good job, which is keeping an eye on the enemy's movement without getting killed/hurt.
- Base "reward" for losing is base reward for winning - X%, Not sure about what X should be. But in my view losing should hurt at least a little. Especially if you did nothing.
- If you get killed in a match you have to pay FULL R&R, meaning in case of a won game you come out with no base reward, in case of a loss you come out at a loss of CBills unless you gained money through the performance rewards.
- If you suicide you get a penalty, so you gain not much from suiciding in a winning team and profiting from salvage and/or cap boni.
- Rewards for Kills and kill assists should be equal and be increased.
- Reward for Damage done and Salvage should be increased.
- Damaging the same mech as one or more of your teammates should multiply the damage reward you get for that particular mech in order to reward focusing fire.
- Add a reward when a mech you narced or tagged is damaged by another teammate.
- The losing team gets no salvage reward.
- Reward for a capping win should be as high as a kill reward + the average damage and salvage for a kill. Then it should be multiplied with the number of mechs that are still alive in the opposing team. This way the system rewards it if you had the better tactics and makes going for a fast cap as desirable as killing the other team. After all Basecap is an objective driven gamemode and no deathmatch and thus fulfilling the objective should be rewarded accordingly.
- The reward for cap assist should be increased if needed to balance things.
- Being the teammember that initiates the cap should give a reward but not a high one. It shall reflect that initiating a cap causes distraction to the enemy as at least one of them has to go for defense. But it should not create a too high desire to run ahead instead of doing a proper scouting job.
- The reward for spotting should be substantially increased so scouts have a way to get rewarded for doing a good job.
- Being the first one to lock on a particular enemy should also net a substantial reward so that scouting is worthwhile. This also encourages people to actually use the damned R key.
- Locking on to a mech targeted by someone else should net a small reward for reflecting teamplay.
- Add a reward for breaking the opposing team's capture attempt by standing on your own base.
- Rewards for trial mechs should be 75% of the normal rewards as is. Except for base rewards. They should not get a base reward so there is no trial mech bot farming.
- New players get a license to get one light mech for free along with some starting CBills for customization. with the change above there is no way around this in my view. Of course the trial mechs in that case should involve more than just one light variant. Maybe make all light variants testable in parallel to the usual trial mech cycle.
Those changes should kill any suicide/run into enemy and get killed farming right away aswell as trialmech farming. With no free repair and rearm that is also not exploitable anymore. With performance rewards being the main source of income it encourages actually playing the match and doing a good tactical job towards either capping or killing all enemy mechs.
As there stays a base reward those changes leave a small window open to afk farmers. But in order for afk farming to be useful the afk mech would need to survive the match, which I believe would be a rare occasion especially in lost matches. We could also create some kind of code of honor to allow the enemy team to kill an afk player to fight them actively. With scouts in mind the alternative of killing R&R and base rewards completely seems undesirable though. So we should rather take the risk of having a few unteachable afk farmers left. But i guess their number would be small enough to make them manageable through bans.
Sorry for the long read.
Just one more thing to add as this comes up pretty often in such discussions: It makes absolutely no sense to account for DCs caused by bugs when discussing such changes and measures as those will hopefully be fixed. Is it bad for the person affected? Of course. But as it happens to everybody alike this stuff levels itself between the players. It also makes no sense to account for "legit" suicides, as those are rare and easily avoidable. Also in my view hitting your override buttton is the same as putting your money into one-armed bandits. It's a gamble and you either get out a gain or a loss.
Edited by Jason Parker, 01 December 2012 - 05:57 AM.