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![Mobius Kaethis Mobius Kaethis](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Mobius Kaethis
Molon Labe. RISE of LEGION
835
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Posted - 2013.09.29 19:09:00 -
[1] - Quote
Instead of giving WP for kills, which currently rewards the person who fires the last shot, WP should be earned based upon the amount of damage you dealt to a clone in the 10 seconds leading up to its death.
This would have two fringe benefits: 1) It would eliminate the idea of kill stealing and simply reward the players who helped in the destruction of a clone. 2) People who are dealing higher damage either because of headshots or taking the rist of using damage mods instead of shield modules, would be rewarded in a way that more closely supports the risk/reward ratio the game is constantly asking us to flirt with.
I have thought of two different ways to set up the scoring under this system both of which would apply to suits and vehicles thus raising the possible rewards for destroying higher level gear thus increasing the risk/reward ratio for both vehicle users and people willing to bring high tier gear into matches.
Scheme 1: % damage to WP model Damage done to a clone in the 10 seconds leading up to its death would recieve .1*damage dealt in wp. This would mean that solo killing a 500hp medium suit would be worth 50wp. A 7000hp tank would be worth 700wp.
This would have a couple of positive effects as well as one potential downside that I can see. On the plus side tankers would get much better rewards for killing other tanks, this might make running tanks more profitable. Additionally since tankers typically do all the damage when they kill someone they would probably not see a reduction in WP from infantry kills. Infantry would be much more heavily rewarded for killing heavier, higher tier suits with proto heavies providing pretty nice WP payouts. KIlling tanks would laos have really nice rewards since a single tank kill would provide more WP then an average player makes in a typical game now.
The downside of this scheme is that light suits, which can be a major factor on the battlefield (and hopefully will be a larger one in the future) are worth relatively few wp thanks to their low hp values. So even though that scout shotgunned half your squad he is not going to be worth much to kill, this seems like an issue to me. A solution to this is that all suits are assigned a base value of 30wp and any suit with less than 300 hp (are there even any of these?) would assume a maximum of 30 wp to be distributed.
Scheme 2: % damage vs isk value of suit to WP model Damage done to a clone in the 10 seconds leading up to its death would recieve wp based upon the following formula: loadout cost * % damage dealt * .002. Just for an example, if you did 250 damage to a suit with 500 hp (and was then killed) that was worth 30,000isk you would get 30 wp (30,000 * .5 * .002 = 30). A 150,000isk proto suit that you similarly do 50% of the max damage to prior to it getting killed would reward you with 150wp.
Once again everyone would benefit from getting more wp for killing higher tier gear. Logis would be especially valuable kills since their suits are typically much higher isk value due to all the equipment they carry. Vehicles would similarly be worth a bundle since a 1,000,000 isk tank would be worth 2,000 wp for a solo kill. While this scheme does deal with the issues created by the first scheme (scouts would be valuable kills especially at proto level) it does create some issues of its own. The first of these issues is that free suits would be worth absolutely nothing. To deal with this a base value for a suit would be based upon isk value of equivalent items, so a dragonfly scout suits value would be the same as a basic light galente frame's value, the same would have to be true for AUR items.
The second problem here is that OB's could become extremely frequent under this scheme. To deal with this the wp value needed for OBs will have to be raised. CCP would have to do some testing to see what reasonable values would be based upon an average squad.
Personally I like scheme number two more since it really boosts the risk/reward ratio for using higher tier gear/vehicles. Sure you can kill more but you're also going to make your self a huge target when you pull out your Falchion, everyone is going to be trying to cash in on the massive wp reward your tank is worth.
Thoughts?
Ideas? |
![Mobius Kaethis Mobius Kaethis](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Mobius Kaethis
Molon Labe. RISE of LEGION
840
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Posted - 2013.10.01 03:57:00 -
[2] - Quote
Clearly I mispoke in the first few lines of my OP. I really don't have any problem with kill stealing since that just means teams are focusing fire. What I have an issue with is kills being used as a metric for measuring merc value when often it only indicates who shot last not efficiency. Further my suggestions were intended as a way of promoting squads working together to get kills focusing fire and sharing in the rewards more equitably.
With these changes in place corps and players would rank themselves using wp/death or isk destroyed/isk lost ratios all of which are more telling about overall player contributions to the teams success than simple KDR.
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![Mobius Kaethis Mobius Kaethis](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Mobius Kaethis
Molon Labe. RISE of LEGION
843
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Posted - 2013.10.03 00:38:00 -
[3] - Quote
Garth Mandra wrote:Programming this wouldn't be that hard. Assists are already being tracked, you just need to track the damage dealt by anyone assisting.
The Devs have mentioned in the past that they want to do something along these lines.
The way I would do it is to assign a number of warpoints for a kill, say 100. Let 25 of those points be for the killing blow. A bonus 10 if you kill with a headshot (cause CCP wants that). The rest of the points should be divided amongst those that dealt damage proportional to the damage they dealt. The duration of this should be the same as the current assist duration. Perhaps give an extra 5 points to anyone assisting.
Taking into account the total damage done or meta level of the victim or anything like that seems to be a little too complicated to me.
Not a bad idea at all, but I feel like your way to deal with this fails to increase incentives for new players, or players willing to die many times to take on a much tougher to kill opponent. This element of the plans where wp rewards are based upon total hp, meta level, or even isk value serves to increase the risk reward ratio in the game. Asking people to balance making a beastly vs other players desire to hunt them down and kill them for their juicy tears would really add some additional depth that, while complicated is really something that intrigues me. |
![Mobius Kaethis Mobius Kaethis](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Mobius Kaethis
Molon Labe. RISE of LEGION
843
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.10.03 00:41:00 -
[4] - Quote
Gelhad Thremyr wrote:ccp deserves a thumbs up for the effort we enjoy playing their games !
Agreed. |
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