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Thread Statistics | Show CCP posts - 1 post(s) |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
245
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Posted - 2013.08.11 00:48:00 -
[1] - Quote
No play = no SP? Alpha likes :-) Get proto stomped into redline = much less SP? me no really like :-(.
Instead of stopping passive SP gain while in the redline, I suggest just reduce it and WP gain (3.5 SP/S and -10%WP gain). Sure you may be helping but because your risk is so much lower (not gone as your death is still possable) you should earn less. Keep passive SP gain while in MCC at zero as you suggested as your risk of death is absolute zero. I would also add that if you are in the MCC when it is destroyed then you lose the fit you are in (DUDE! you just got blown da ***** up!).
`Sigh. Just another fun game of DUST. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
272
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Posted - 2013.08.15 03:18:00 -
[2] - Quote
Cross Atu wrote:Agreed regarding the MCC death. If you're deployed inside something that explodes you die. This is already true of other vehicles such as HAVs, LAVs,, and DS, it should count for the MCC as well.
Regarding being redlined, there should be a slight tweak included to the OP, which I will add via edit. There would be a 'grace' timer upon first spawn such that you still gain full credit for being in the match even in the redline. This timer would allow for mercs to enter the combat zone and would not restart until a new respawn.
This drives players to remain actively involved in the match even if they're losing, and with a return to the 1 sec = 5 sp method of prior builds they're getting well compensated for their efforts even if they don't turn the tide. There is also nothing in the mechanic that requires the use of anything beyond a free fit so ISK risked is completely up to the player, as it should be.
The method you propose might work also but I feel that it still rewards camping and redline sniping too heavily. Even with the -10% from WP earnings snipers are likely to be getting as much or more SP post change as they are currently while sitting in the redline. MCC/afk campers would actually be getting more than they are now, using the method you propose. Less than those not afk, but more than is currently earned from sitting afk, which I don't think would discourage the practice.
Thank you for the response and your thoughts, you do raise a very good point regarding the need to account for players "trapped" in the redline rather than camping there.
Cheers, Cross
1) I also said to reduce there SP per second so there is no way they would be making as much as they are now. 2) How exactly would those in the MCC be gaining more SP? I said that they gain 0 WP and SP while in the MCC. So no passive OR active SP is given rather they are AFK or not.
`Sigh. Just another fun game of DUST. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
273
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Posted - 2013.08.15 15:51:00 -
[3] - Quote
Cross Atu wrote:The suggestion in the OP includes a return to the 1 second = 5 SP method so within the context of the suggestion even the decreased "3.5 SP/S and -10%WP gain" you proposed would be higher than the current value of afk camping, and localizing it purely to the MCC wouldn't really address the main problem as it takes only a trivial amount more effort to camp in the red zone outside enemy reach as compared to just staying in the MCC.
In either case what do you think of the updated suggestion?
Hmm you make a valid point I suppose.
@Den-tredje Baron If the red line was pushed back to allow reds to get closer then that would just make getting redlined a horrible experience... or at least more horrible then it already is. I suppose you could make it so that the chevrons do not appear over the players heads if they do not own any spawn points outside the redline This would make it easier for scouts and LAVs to get past the enemy and hack an objective, CRU, or place an uplink. In addition, you could allow players behind the redline and still within the spawn zone to "warp" to a CRU or uplink that is outside the redline. This would allow players to quickly move forward instead of waiting to die in order to fight back. In many cases the player that pulls off a stealth hack / uplink will be killed and there efforts undone because it takes too long to spawn in and the allies actually have to die first.
Just an idea though.
`Sigh. Just another fun game of DUST. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
273
|
Posted - 2013.08.15 16:07:00 -
[4] - Quote
Hmmm idk y but I think i'm gonna spec into tanks
`Sigh. Just another fun game of DUST. |
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