Jump to content

The Clans Are Going To Get Smoked ...


163 replies to this topic

#161 Chode

    Rookie

  • 3 posts

Posted 18 February 2013 - 12:16 PM

View PostColddawg, on 18 February 2013 - 10:37 AM, said:

True but from a game design standpoint it's just not that feasible. It'll take up a lot of resources to track every player using a clan mech in every match all the time. The resources needed to determine "clan engaged IS mech, zellbringen active, IS teammate broke zellbringen-allow unrestricted warfare/opposite statement" is just too high. Also this is not just including the battles of IS vs clan, you need to take into account the everyday battles that will occur.

I'm all for seeing Zellbringen in any BTU setting, but the fact of the matter is that players won't police themselves to follow it no matter what stats are being tracked so PGI will most likely remove that check from the equation.


Hm... well its possible to passively encourage it, but not to enforce it.

When an IS mech gets damaged, store the Clan mech that damaged it if one isn't already set. Any XP awarded against this mech (component destroyed, kill assist, etc) from Clanners that aren't the stored one are only 1/10th what they should be. If that original damaging Clan mech is destroyed, null the stored variable. It would encourage Clan mechs to not shoot each others targets (by hindering their XP advancement), but theres no real way to enforce it, like Colddawg said.

#162 Ashla Mason

    Member

  • PipPipPipPipPipPip
  • 267 posts

Posted 18 February 2013 - 07:58 PM

View PostColddawg, on 18 February 2013 - 10:37 AM, said:

True but from a game design standpoint it's just not that feasible. It'll take up a lot of resources to track every player using a clan mech in every match all the time. The resources needed to determine "clan engaged IS mech, zellbringen active, IS teammate broke zellbringen-allow unrestricted warfare/opposite statement" is just too high. Also this is not just including the battles of IS vs clan, you need to take into account the everyday battles that will occur.

I'm all for seeing Zellbringen in any BTU setting, but the fact of the matter is that players won't police themselves to follow it no matter what stats are being tracked so PGI will most likely remove that check from the equation.

difficult =/= infeesible.

The system already tracks damage, assists and kills. What I'm proposing would be just an extra layer on mechanics that have been around for around a decade.

#163 Volume

    Member

  • PipPipPipPipPipPipPipPip
  • The Privateer
  • The Privateer
  • 1,097 posts

Posted 18 February 2013 - 08:29 PM

Ultra AC/20
LBX AC/20

#164 Colddawg

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 317 posts
  • LocationYork, Pennsylvania

Posted 19 February 2013 - 05:52 AM

View PostAshla Mason, on 18 February 2013 - 07:58 PM, said:

difficult =/= infeesible.

The system already tracks damage, assists and kills. What I'm proposing would be just an extra layer on mechanics that have been around for around a decade.


True, but they have many fixes to correct first before they add in this style of stat tracking. However they will be adding in more detailed stat tracking (which is why our stats are getting wiped) soon so that might be a step 1 of 20 (ie) to get to the honor system of statistics.

Their largest effort right now is content and bug fixes which they're lacking on both right now.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users