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ADAM-OF-EVE
Dead Man's Game
982
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Posted - 2014.02.11 17:25:00 -
[1] - Quote
now i don't mean getting wp for nearly dieing. this is about kills where the enemy was picked up.
now i look at this a few ways. a downed enemy is still for all intensive purposes a living clone with the potential to kill anyone if picked up. there are players out there content with farming kdr from downed players and there are plenty of needle users willing to help the enemy out.
my suggestion is give players an incentive to kill enemy outright preventing clone pickup. at the same time needles would need an incentive to go out of their way to keep the player alive.
i have a few suggestions below.
i will start with the killing.
1) player kills enemy outright and receives 50wp 2) player downs enemy and receives 25wp, and is awarded a "near death" kill point. if the enemy is subsequently terminated while downed by the same player who downed him them he receives another 25wp and that "near death" point turns into a kill 3) player downs enemy and receives 25wp, and is awarded a "near death" kill point. if the enemy is resurrected then you cannot receive a kill for that downing. you can howether re kill that player for another near death or terminate him for the full fresh 50 wp and the kill.
with this if you farm a kill you get less wp and less kdr but higher ND points.
with needles.
1) you needle downed player and receive 25wp. if player lives to reach full armor or shield or then you receive another 25wp. this promotes the use or better needles for those without repair equipment and gets players to choose the right time to get you up
what do you think
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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Ku Shala
Onuoto Uakan Huogaatsu
847
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Posted - 2014.02.11 17:31:00 -
[2] - Quote
suggested something similar before took alot of hate for it :(
my original thread
For what is right. For what is ours, Onuoto Uakan Huogaatsu Join us today!
The States Necromancer
For The State!
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ADAM-OF-EVE
Dead Man's Game
986
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Posted - 2014.02.12 18:25:00 -
[3] - Quote
similar but doesn't address the issues of why people farm both options. for the killer its all about kdr.. for the needler its all about wp. what i have suggested addresses most of the issues players have with it while not preventing them from doing it. they can still farm but they don't get the same reward for it
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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ADAM-OF-EVE
Dead Man's Game
1087
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Posted - 2014.02.25 22:37:00 -
[4] - Quote
bump
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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Buster Friently
Rosen Association
1858
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Posted - 2014.02.26 00:13:00 -
[5] - Quote
ADAM-OF-EVE wrote:now i don't mean getting wp for nearly dieing. this is about kills where the enemy was picked up.
now i look at this a few ways. a downed enemy is still for all intensive purposes a living clone with the potential to kill anyone if picked up. there are players out there content with farming kdr from downed players and there are plenty of needle users willing to help the enemy out.
my suggestion is give players an incentive to kill enemy outright preventing clone pickup. at the same time needles would need an incentive to go out of their way to keep the player alive.
i have a few suggestions below.
i will start with the killing.
1) player kills enemy outright and receives 50wp 2) player downs enemy and receives 25wp, and is awarded a "near death" kill point. if the enemy is subsequently terminated while downed by the same player who downed him them he receives another 25wp and that "near death" point turns into a kill 3) player downs enemy and receives 25wp, and is awarded a "near death" kill point. if the enemy is resurrected then you cannot receive a kill for that downing. you can howether re kill that player for another near death or terminate him for the full fresh 50 wp and the kill.
with this if you farm a kill you get less wp and less kdr but higher ND points.
with needles.
1) you needle downed player and receive 25wp. if player lives to reach full armor or shield or then you receive another 25wp. this promotes the use or better needles for those without repair equipment and gets players to choose the right time to get you up
the wp amounts are just an example of possible amounts.
what do you think.
I'd sooner see CCP get rid of KDR entirely so some players would focus on, you know, the game rather than the numbers that are meaningless.
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Aerius Corius
FACTION WARFARE ARMY FACTION WARFARE ALLIANCE
24
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Posted - 2014.02.26 01:48:00 -
[6] - Quote
Many have argued head shots should result in clone termination - which then could reward bonus wp given its a skill shot. In your context, a headshot could be used again (ammo saving) on a downed body. However I wouldn't award many points for this - it's a tactical decision, yes, but not a difficult one. Rewarding clone termination post mortem will lead to lots of grenade tossing too...hehe.
But I could see a minor wp reward for 'cleaning up'. Perhaps instead of body bashing, you could award bonus sp for killing a recently revived player. You could also reward a small bonus for killing a logi that recently revived someone (say 75 instead of 50). This does two things: 1) People will watch for logis after the initial assault troops are down. Someone who 'stays behind to clean up' will be rewarded for this tactical decision, which still runs the risk of getting killed. 2) This deincentivises logis from repeatedly reviving a player under a sniper scope or other guaranteed kill upon revival. Smart logis are good logis - stop wasting time by preventing that soldier from respawning somewhere useful!
- - -
As for needles, I agree a lot with your concept. You may consider the model of transport assists instead - rather than base it on whether or not the target reaches full Armor/Shields (if you're a logi this can be done, but anyone else - whom you are trying to incentivise - is screwed) base it on TTK.
A player revived awards the usual WP - then an additional, smaller WP award (perhaps 10 or 15) after they survive 30 seconds (15 I think is too short and easy). A player revived and then gets a kill in 30 seconds awards a full assist (+25).
This gives logis reason to perform their role of support - keep the guy alive, not just get him up to full. It also, though, gives normal soldiers reason to consider injectors (and better ones) instead of other equipment. Better injectors are incentivised still by virtue of the fact they give the revived player a better shot at lasting 30 seconds or surviving their next attack and scoring a kill (and thus assist for the reviver).
While not necessary, if you feel REALLY generous - you could reward a revived player a WP bonus if HE gets a kill. Call it "Second Wind Kill" or somesuch. Not necessary, but again, could incentivise players to wait for logi to help and further increase squad cohesion.
That guy you killed with 0% shields?
Yeah, I sniped him - go team.
Oh, you didn't know...hmm.
*CCP: Display Assists!!!
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ADAM-OF-EVE
Dead Man's Game
1115
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Posted - 2014.02.26 19:29:00 -
[7] - Quote
Aerius Corius wrote:Many have argued head shots should result in clone termination - which then could reward bonus wp given its a skill shot. In your context, a headshot could be used again (ammo saving) on a downed body. However I wouldn't award many points for this - it's a tactical decision, yes, but not a difficult one. Rewarding clone termination post mortem will lead to lots of grenade tossing too...hehe.
But I could see a minor wp reward for 'cleaning up'. Perhaps instead of body bashing, you could award bonus sp for killing a recently revived player. You could also reward a small bonus for killing a logi that recently revived someone (say 75 instead of 50). This does two things: 1) People will watch for logis after the initial assault troops are down. Someone who 'stays behind to clean up' will be rewarded for this tactical decision, which still runs the risk of getting killed. 2) This deincentivises logis from repeatedly reviving a player under a sniper scope or other guaranteed kill upon revival. Smart logis are good logis - stop wasting time by preventing that soldier from respawning somewhere useful!
- - -
As for needles, I agree a lot with your concept. You may consider the model of transport assists instead - rather than base it on whether or not the target reaches full Armor/Shields (if you're a logi this can be done, but anyone else - whom you are trying to incentivise - is screwed) base it on TTK.
A player revived awards the usual WP - then an additional, smaller WP award (perhaps 10 or 15) after they survive 30 seconds (15 I think is too short and easy). A player revived and then gets a kill in 30 seconds awards a full assist (+25).
This gives logis reason to perform their role of support - keep the guy alive, not just get him up to full. It also, though, gives normal soldiers reason to consider injectors (and better ones) instead of other equipment. Better injectors are incentivised still by virtue of the fact they give the revived player a better shot at lasting 30 seconds or surviving their next attack and scoring a kill (and thus assist for the reviver).
While not necessary, if you feel REALLY generous - you could reward a revived player a WP bonus if HE gets a kill. Call it "Second Wind Kill" or somesuch. Not necessary, but again, could incentivise players to wait for logi to help and further increase squad cohesion.
the reason i stated needles the way i have was because needle spam is not done so much by logis' most logis will needle and repair and so with what i said they would get full rewards. mlt needle spammers are there for easy wp and don't care if you live or die. with what i said unless they fit a 100% needle they don't get a full reward. this would make carrying a needle over a hive much less profitable. on the other hand if you roll in a squad and a logi repairs the guy you mlt needled then you would. thats teamwork and should also be rewarded.
my suggestion is basically to reduce solo wp farming opportunities while not penalising those who are doing their job or working as a squad/team
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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Aerius Corius
FACTION WARFARE ARMY FACTION WARFARE ALLIANCE
29
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Posted - 2014.02.26 19:35:00 -
[8] - Quote
ADAM-OF-EVE wrote: the reason i stated needles the way i have was because needle spam is not done so much by logis' most logis will needle and repair and so with what i said they would get full rewards. mlt needle spammers are there for easy wp and don't care if you live or die. with what i said unless they fit a 100% needle they don't get a full reward. this would make carrying a needle over a hive much less profitable. on the other hand if you roll in a squad and a logi repairs the guy you mlt needled then you would. thats teamwork and should also be rewarded.
my suggestion is basically to reduce solo wp farming opportunities while not penalising those who are doing their job or working as a squad/team
Ah, I see - that makes sense I suppose. Perhaps (now this might be overkill - no pun intended) a revive shouldn't reward wp until the revived player survives X amount of time? Then add the bonuses you list.
This prevents mlt spam as often the spammer is at great risk while doing it. A guy spamming mlt after a battle is over is fine - thank goodness someone was there to save the clones. During battle though is not ok - don't reward the spam, reward thinking ahead: the guy I revive has to survive or I get nothing AND risk my hide doing it. This will cut down spam a lot by virtue that the reward is now conditional on good team work.
Your full health bonus can still apply - a guy packing a heavier nanite gets awarded for the choice but the choice also gives an inherent increase in the survival of the revived - which means they'll get that revive bonus after the tick more often, still reinforcing team tactics.
How's that for reworking needles?
That guy you killed with 0% shields?
Yeah, I sniped him - go team.
Oh, you didn't know...hmm.
*CCP: Display Assists!!!
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killertojo42
Sardaukar Merc Guild
25
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Posted - 2014.02.26 20:08:00 -
[9] - Quote
Make ending a downed merc be five points like equipment, someone is always greedy enough to take that five points and screw everyone
When walking on the battlefield i stand alone
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Aerius Corius
FACTION WARFARE ARMY FACTION WARFARE ALLIANCE
30
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Posted - 2014.02.26 20:59:00 -
[10] - Quote
killertojo42 wrote:Make ending a downed merc be five points like equipment, someone is always greedy enough to take that five points and screw everyone
Haha...very true. As I said in my first post, it's a very low skill requirement - like randomly tossing grenades. But if you want to incentivise clone death, sure 5 points.
From a strictly philosophical view...a clone IS equipment.
That guy you killed with 0% shields?
Yeah, I sniped him - go team.
Oh, you didn't know...hmm.
*CCP: Display Assists!!!
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ADAM-OF-EVE
Dead Man's Game
1150
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Posted - 2014.04.03 19:01:00 -
[11] - Quote
bump
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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ADAM-OF-EVE
Dead Man's Game
1248
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Posted - 2014.04.18 09:57:00 -
[12] - Quote
with clones not dieing on being dropped now we need this more than ever. i'm always finishing off down players because no one wants to waste the ammo on them and i still see players going for easy wp from a res. we need something doing
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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ADAM-OF-EVE
Dead Man's Game
1546
|
Posted - 2014.06.30 20:49:00 -
[13] - Quote
more good resurrects is always good
All Hail Legion
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