JPsi, on 01 December 2012 - 05:56 PM, said:
Repair/Rearm does not cancel Win. It at most cancels a loss. A win only reward, even one as small as 20K doesn't really allow for suiciders. 2 reasons for that. A) How often does a team with a suicider win? B ) It can be easily coded so that the suicider gains 0 gold for winning. Iff its more work to suicide farm than it is to play, people will play.
The 20k difference is account for in the 0.5% salvage reward increase. Win or lose, the suicider makes money and keeps all of it by not R&R. And yes, it can be easily coded so that a suicider gains 0 gold win or lose by using my system.
Salvage also forces that same issue I've brought up multiple times already. Why win early when you miss out on more salvage? It promotes that scenario of deliberately prolonging games instead of winning. Its also an unclear measure of performance. Salvage is more dependant on the enemy teams ability to make those nice shots difficult, than it is on your ability to make them.
Youre talking about a base cap without fighting. What you describe here is a flaw with base capping mode, and this is already happening in the game. Why win early(base cap) when you miss out on salvage? The game is designed for 2 teams to do battle. You are SUPPOSED to fight. Salvage reward is (one of) your incentives to fight. Base capping is a whole different issue.... If your telling me that you dont like base capping, you need to mention it in a topic about base capping. I myself do not like base capping. But for now, we have to deal with it since its part of the game. Plus this has little to do with the issue here, concerning griefers.
No, I didn't fail to account or miss over your statements. I've read them very carefully, I just disagree and think you need to work on it. The idea at heart is great, it just needs a lot of adjustment.
One possible variable that could be added to my model is "damage taken" Others have suggested this before, and it could account for "tanking" that you mentioned before. This is probably the closest thing you can come up with to account for that player that causes a win by splitting up the enemy force but is unable to score kills and assists. Also this rewards those players on the losing team who did their best to sponge damage so the winning team could not get much salvage. I believe that covers all your issues.
Kills/Assists - 2000
Spotting - 2000
Damage Done x10
Damage Taken x10
Salvage 2.5% <--- only the winning team gets this, and maybe it should be more.. possibly 3%
Base cap 5000
Cap Assist 2500
Team KIll -15000
Are you satisfied now?
I will update this to the OP
Edited by Teralitha, 01 December 2012 - 09:11 PM.