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Quil Evrything
DUST University Ivy League
34
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Posted - 2013.09.04 18:40:00 -
[1] - Quote
Or, contrariwise... 0 points.
If it's as essential to combat as people seem to say it is now... then there's no reason to give an incentive for people to do it.
The benefits will come from
1. staying alive longer
2. being able to go get kills that didnt see you coming.
PS: #2 would be easier to do,if my recent "make maps large all the time" request gets accepted.
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Quil Evrything
DUST University Ivy League
35
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Posted - 2013.09.04 19:14:00 -
[2] - Quote
pegasis prime wrote:Id go for a strait up +5 for every enimy killed by (y)our squad..
If weapon-sight based scans werent so ludicrously OP, it would make the most sense to say that any enemy painted by your active scanner, that would otherwise be not lit up, would get you credit.
Trouble is, any weapon that is in-range and on target, automatically lights up a target. Hmm. Well maybe simply just toss out weapon-based scans to the calculation.
Although even then, the active scan could have helped out a guy turn around in time to stop him from getting killed.
Maybe some kind of module-specific timer:
They already have a very similar timer for kill assists, so in theory, the following could be an easy code change. Lighting up a previously undetected enemy, gets you put on the standard "kill assist" queue for that enemy, but at a lower reward level.
Similar to what folks have suggested previously, but the highlighted clause is crucial to ensure that they actually deserve the assist points.
Edit: If coded in the above way, I think it could make sense to even give assist points to yourself, if you both scan and kill. |
Quil Evrything
DUST University Ivy League
36
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Posted - 2013.09.04 21:54:00 -
[3] - Quote
howard sanchez wrote: So, depending on how process intensive it would be, you could assign a 'revealed' flag to red berries actively scanned that lasts for a time equal to the scanners effectiveness (5-16 sec I think). Kills vs flagged enemies earn the scanning p,Ayer a minor assist score (less than 25 - full assist). Maybe2 or 3 WP
Thing is though, revealing an enemy, even if just momentary, then gives your squadmember a headsup so that he knows the guy is there, even after the scan wears off. Note this:
5 second scan starts. Squad member notices a blip after 1 second Mentally registers significance and relative position after another second Starts getting into a "firing solution" position. 2+ seconds Starts firing... oh wait 5 seconds are up. Even if they got a headshot, the actual kill credit would most likely register, after the scan effect wore off.
Practically no -one would ever get assist credit from the 5second scanners if we had a "while lit" rule. Yet it undoubtably was responsible for the kill.
That's why my suggestion was to add to the invisible, and already existing "kill assist" list/timer, rather than a "while lit" rule.
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