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Reward System (XP & Credits)


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#1 Dapadoupas

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Posted 12 August 2012 - 01:40 PM

1. Rewards for scouting. Right now there is no reward for scouting so people in light mechs are dying without reason.

A suggestion is to reward with a small portion of xp for each 10 seconds of uninterrupted scouting (you are the first that lighted up the target and you continue to light it) for each target. The counter should count each lighted target individually.

This means that you are ton taking xp for just lighting a target once like in Wot witch is not good because you can suicide rush on the beginning to take the reward.

A reward formula could be 0.1xp /10sec of uninterupted scouting * targets

2. Rewards for damaging instead of giving the killing blow. A funny situation is when 2 mechs waiting for the other to make the hit before the killing blow. Rewards should be rewarded for damaging a target and not for killing it. actually for both, but the the killing blow should not overshadow the rewards from damaging. The guy that did the job has to take more than a guy that steal kills.

3. Assist Reward, the guy that does more damage than the killer should be rewarded. this means that you can reward someone that did more damage than the killer with an assist. if more than one players did more damage than the killer then reward the first damager only. this means 1 assist reward per dead target.

4. The reward margin between the winners and the losers should be smaller. It is actually ironic to have a winner AFK'er rewarded more than a playing loser because he was just lucky. My opinion. The standard rewards should be less than the performance rewards.

I'll try to come up with more maths soon.

Cheers

#2 vidman

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Posted 12 August 2012 - 02:45 PM

Agreed Scouters often times don't deal out alot of damage and get smaller xp rewards add a scouting bonus for finding targets. An atlas will easily gain more then a jenner in terms of damage xp.

#3 TOGSolid

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Posted 14 August 2012 - 02:38 AM

Quote

2. Rewards for damaging instead of giving the killing blow. A funny situation is when 2 mechs waiting for the other to make the hit before the killing blow. Rewards should be rewarded for damaging a target and not for killing it. actually for both, but the the killing blow should not overshadow the rewards from damaging. The guy that did the job has to take more than a guy that steal kills.

Yesyesyesyesyesyes. Killshots should only be worth the same 25 or 50 you get from damaging a component.

Edited by TOGSolid, 14 August 2012 - 02:40 AM.


#4 Black Djinn

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Posted 14 August 2012 - 02:45 AM

Why reward killshots at all? (besides the damage nessesary to kill the unit)

#5 C0LD

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Posted 14 August 2012 - 12:02 PM

Personally, don't reward kill shots. Show that you HAD the kill shot, but don't reward it. Reward based on scouting/target holding points and damage for your size of mech (a light mech can't do as much damage so a slight damage modifier in points, and the other way around for an assault mech that is scouting because the light mechs wont). Component destruction should still be in there.

#6 Steel Talon

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Posted 14 August 2012 - 12:35 PM

View PostBlack Djinn, on 14 August 2012 - 02:45 AM, said:

Why reward killshots at all? (besides the damage nessesary to kill the unit)


But reward killshot compensatively, when u hit place with 1HP with 50dmg, reward it as doing 50dmg to compensate shot that otherwise be wasted(non-profitable)
especially with ammo based weapons

#7 Dapadoupas

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Posted 14 August 2012 - 03:22 PM

Actually knocking someone out of the game is an achievement and its good to be rewarded but not as much as now.

If you reward the light tanks more for damage they'll stop doing their job witch is scouting. Honestly I don't know if by adding modifiers in the xp earning because of the size will do any good. If a scouting reward will be added, kill xp reduced and the damage xp improved is a step forward.

then if thinks need trimming you close any margins with modifiers.

What I'm trying to say is that the game must provide rewards for more styles of play.

I'm new to the forum and I'm still searching for a developers post or something to see if there is already something in their plans. If anyone knows something about that please post the link here.

Cheers.

#8 Xetelian

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Posted 15 August 2012 - 01:33 PM

Experiance points rewarded for:

First contact, the first scout to get a radar hit on each team gets a bonus.
First blood.
Assists.
Killing Spree.
Time alive.
Last man standing.

This is just a start and I will not play without at least the assists bonus exp.

Edited by Xetelian, 15 August 2012 - 01:39 PM.


#9 Dapadoupas

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Posted 21 August 2012 - 08:36 AM

View PostXetelian, on 15 August 2012 - 01:33 PM, said:

Experiance points rewarded for:

First contact, the first scout to get a radar hit on each team gets a bonus.
First blood.
Assists.
Killing Spree.
Time alive.
Last man standing.

This is just a start and I will not play without at least the assists bonus exp.



Is that part of an official post? right now what's the rewarded actions? Rushing forward is not effective scouting though. "First contact, the first scout to get a radar hit on each team gets a bonus" it's a crap.

and Time alive overlaps with Last man standing. in both case you get more xp than other players why to get more.

Edited by Dapadoupas, 21 August 2012 - 08:39 AM.


#10 XtrimeZ

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Posted 21 August 2012 - 11:26 AM

Now that is what I would like to see! That kinda system would just make game more enjoyable !THUMBS UP!

#11 Tribune

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Posted 21 August 2012 - 09:20 PM

Agreed.

-Scouts should get xp reward for holding lock on target for "xyz" amount of time.
-Scouts should get small "Assist Damage" xp if the enemy they are locked onto gets hit by an ally.
-Either no kill shot xp should be rewarded (only xp damage amount), or when enemy goes down, "Kill" xp should go to whoever did most damage, and only "Assist Kill" xp should go to whoever did the kill shot (obviously no Assist Kill if the person that did most damage also made the kill shot).

As for your final suggestion (reward margin between winners/losers), I am not sure how this should be balanced. Basically, after testing, Deveopment will hopefully be able to tweak where a mech on winning team that did nothing, will make less xp than a loser who did enough damage to take out a mech (or via previously mentioned scouting bonuses). Now, if that mech on the winning team also did damage/scouting to enemy mechs, then they would obviously get more xp than the loser.

These suggestions will encourage players to equally want to play scouts or tanks, and it will also encourage players to actually play vs. logging in and sitting around (making a poorer experience for other team mates).

Edited by Tribune, 21 August 2012 - 09:21 PM.


#12 Redtracer

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Posted 21 August 2012 - 09:49 PM

I agree scouts should get XP for doing there job.. finding targets and locking up targets.. why should a heavy or assualt mech launching LRM's at a target he can't see.. ( Line of sight) because a scout mech has lock it up get all the xp for his LRM's and the scout get nothing.. if it wasn't for the scout the mech with the LRM's wouldn't be able to shoot in the first place.

#13 MacBruce

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Posted 28 October 2012 - 07:21 PM

My question is regarding c-bills awarded for winning (as a new-as-of-tomorrow pilot):

Do I receive full c-bills for being a part of a winning team, even if I leave after I am killed? There's been talk elsewhere about how 'easy' it is to generate enough cash to advance out of training mechs with only a couple of days of serious grinding, but this requires cycling out of games immediately after death.

Since the 'win' bonus is apparently the source of the majority of c-bill income, especially for squashed noobs like me in training pants, do I lose out by bailing out to the match set-up screen? Is the win bonus retroactively shoveled into my account even though I'm already in another match?

I'll find out one way or the other tomorrow, but I'd really appreciate a knowledgeable answer.

#14 Mordin Ashe

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Posted 29 October 2012 - 11:57 PM

One thing I don't agree with:
717 damage in battle = 7.1k c-bills.
What the ...

Optimal gameplay should lead to higher rewards. This number, it has to be tripled at least to justify its presence at all. Without changes there is no reason for this to exist at all.

#15 Krzysztof z Bagien

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Posted 30 October 2012 - 03:11 AM

Win/lose rewards (both money and XP) should be cut by half at least, and performance rewards should be much bigger to matter at all.

#16 Zinc001

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Posted 04 February 2013 - 07:18 PM

This XP/C-Bill rewards have become very low. I remember the days of great players getting 1500 xp and now they average 500xp. Losers often earn less than 150xp.

This should be fixed. It's not an MMO like wow. We aren't killing boars.





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