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Reward Scenarios Based On Victory Conditions


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#1 Donas

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Posted 14 February 2013 - 05:53 PM

Just a suggestion, and its something that occurred to me in the "How much damage until you're not worthless" Poll thread. Somebody mentioned that they consider winning a conquest match by capping was just as good as a loss, since you got fewer XP and c-bills for a win with less brawling than in a loss with lots of brawling.

My suggestion is as follows:

Primary and Secondary objectives that pay out XP and Cbill rewards proportionally. Like back in the campaign mode of previous Mechwarrior titles. You could break down the reward structure for Assault and Conquest opposite to eachother.

Make the XP and Cbill rewards for killing all the mechs in an Assault game worth 2x the xp and cbills for capping. Likewise, make the rewards for capping in a Conquest game 2x the rewards for damage.

I'm just spitballing here, but it would reinforce people playing within the scenario, and encourage diversity of mech builds and tactics, instead of every match, assault or conquest, just turning into a game of 'stick together until we find them and then flush them all down the Tidy-Bowl-of-Death'...

Just a thought.

#2 sycocys

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Posted 14 February 2013 - 09:12 PM

It's not that I disagree, but if we had a more role oriented and fleshed out reward system it would give everyone a reason to play more than just power hitters to build up to play lighter build purely for the giggles and change of pace.

#3 Marchant Consadine

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Posted 14 February 2013 - 09:39 PM

Agree. Primary goal in conquest should be to take the points. Currently they give very little cbills and no experience. IMO there should be an exp+cbills for capping (full if alone, half if several cappers to each). Also there should be extra bonus for taking a point away from your enemy. That's your mission so you should be rewarded.

Now most conquest matches are just the same as assault with a little extra c-bills from the points. Very rarely does the match end in point victory and those are mostly with a single light mech evading the enemy 'till the end (which is as it should be when the light wins -> he accomplished the mission objective).

Once I had a very close match with the loser having 740+ and two mechs on both sides. That was intense 'till the end and I have to say the greatest match I've played in this game. Not because I did well or got much exp or c-bills (I didn't and we lost actually). It was great because Both teams tried to accomplish their objective, there were several memorable moments that could've tipped the scale in either way. There was great piloring on both sides and the end result wasn't clear untill the last seconds. And mind you this was solo puggin so there's hope to this game.

I realize there's no way to make every match as close as the one mentioned above, but at the very least I would like to play more than 60 seconds before I know which side is going to win.

Got sidetracked there. Yes: give us a mission and give us a reason to complete that mission.

#4 Donas

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Posted 15 February 2013 - 07:13 AM

View PostMarchant Consadine, on 14 February 2013 - 09:39 PM, said:


Once I had a very close match with the loser having 740+ and two mechs on both sides. That was intense 'till the end and I have to say the greatest match I've played in this game.


I was either in that match, or one very similar to it. In a PUG, the opposing team was out to an early lead, and our scout managed to take down their last objective just as they hit 749. we had a few of the caps left, so we caught them and took it, but it was dramatic, and there were several times when it was just plain old stressful to spectate. Best match I've been involved in as well.

#5 focuspark

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Posted 15 February 2013 - 11:03 AM

capturing node in Conquest should count for something... I can't tell you the number of times I've been in a fast mover and kept the game going by re-capturing node to prevent the other team from hitting 750 and gotten punished because I broke off combat to do so.





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