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Flint Beastgood III
GunFall Mobilization Covert Intervention
194
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Posted - 2013.10.05 12:11:00 -
[1] - Quote
From the 1.5 WP Rewards DEV Blog - "WhatGÇÖs next for War Points? When we do our next pass on them we would like to focus on some more combat oriented rewards. An example would be taking out an enemy that is attacking a team mate or taking revenge for a fallen comrade. We would also like to integrate some of these rewards in to squad play to provide bonuses if you helped your squad mates specifically."
Good to hear, and those are some obvious but great examples. I would like to see the following:
Revenge - Kill an enemy that downed a squad (not team) member (within x seconds of them being downed).
Humiliation - Kill x enemies in a row (within x seconds of first kill).
Saviour - Kill an enemy that's attacking a squad mate.
*Santa's Little Helper - x assists in a game (can be an end of battle reward).
*Superhuman - Kill streak of x kills.
*Perseverance - Death streak of x deaths (for the newbros getting pub/proto-stomped).
Squad (Kill) Assist - Self explanatory, a slightly higher reward than a normal kill assist, say 35 like a "vehicle kill assist".
*Squad Medic - Revive x squad members.
*Squad Maintenance - Repair a total of x HP (squad infantry/vehicles?).
Objective Defense - Kill an enemy that's hacking a friendly objective.
Objective Offense - Kill an enemy that's counter-hacking a contested objective.
* = cumulative rewards
I can think of many more complex rewards with multiple conditions but it's best to keep them simple for now. I think adding more squad oriented WP rewards will encourage more tight squad play, but newbros need to be aware of this or they will likely still run solo. WP tutorial?
NOTE: The names are just placeholders. |
Flint Beastgood III
GunFall Mobilization Covert Intervention
204
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Posted - 2013.10.05 21:50:00 -
[2] - Quote
While I do like all the listed ideas I'd like to point out that some of these are just-for-fun rewards and could be overlooked in favour of more team-beneficial rewards and rewards for skill.
For example, "Too Slow" and "Heated Up" both reward you for killing enemies that are at a disadvantage, which is not exactly a show of skill and only benefits the team as much as the clone loss hurts the enemy which is no different than a normal kill.
Also, "Revenge", "Humiliation" and "Superhuman" are all rewards for skill in combat, but meeting the requirements for these rewards provides no extra benefit to the team other than enemy clone loss (as with previous example).
Just saying, if CCP want to focus on squad-play for the next set of rewards they might steer away from these kinds of rewards. They do say they want to also focus on combat rewards though so the second set of examples (and the like) may still be viable. |
Flint Beastgood III
GunFall Mobilization Covert Intervention
207
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Posted - 2013.10.05 22:33:00 -
[3] - Quote
Patrick57 wrote:Flint Beastgood III wrote:While I do like all the listed ideas I'd like to point out that some of these are just-for-fun rewards and could be overlooked in favour of more team-beneficial rewards and rewards for skill.
For example, "Too Slow" and "Heated Up" both reward you for killing enemies that are at a disadvantage, which is not exactly a show of skill and only benefits the team as much as the clone loss hurts the enemy which is no different than a normal kill.
Also, "Revenge", "Humiliation" and "Superhuman" are all rewards for skill in combat, but meeting the requirements for these rewards provides no extra benefit to the team other than enemy clone loss (as with previous example).
Just saying, if CCP want to focus on squad-play for the next set of rewards they might steer away from these kinds of rewards. They do say they want to also focus on combat rewards though so the second set of examples (and the like) may still be viable. Yeah, I don't want someone getting extra points because I was at a disadvantage, because I overheat a lot
I just added "Air Support Denied" and while this is similar to "Too Slow/Heated Up" in the fact that the enemy is disadvantaged it is beneficial to the team as you are temporarily denying the enemy an orbital strike which could help in numerous ways.
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