Voidghoul
Namtar Elite Gallente Federation
2
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Posted - 2014.04.06 01:30:00 -
[1] - Quote
+1 because it promotes the fact that we are mercenaries, 'controllers' of our own battles.
I like the idea of separating contracts into different tiers, it could separate better-equipped players from lower ones. Protos would do elite contracts in consideration of the higher money meaning more space for fatalities, while those who don't feel like getting proto-stomped all the time could go to lower tier contracts. However this 'separation' has to be combined with some other element in order to complete the separation. I would suggest this:
a) Skill Point Requirements.
- Basic contracts do not require any SP amount, since they are the lowest paying ones. - Advance contracts would require a SP amount of (say) 2.5 million (enough SP for a person to have built themselves into a class properly). - Elite contracts would require an SP amount of (say) 5 million, enough for a person to master a class.
This would allow a sort of isolation from experienced members and rookies in contracts. Higher tiered contract takers won't have to worry (as much as they do now) about people who have less experience messing up (in a general sense). Protos could look at a Elite contract and say "Oh, my teammates are going to be people who know what to do, and already know what works for them" while Basic contract takers can believe that they'll be playing with people adjusted to their level.
As a side feature you could also make it so that in a scenario where a proto-bear wants to play a basic contract (something well below their skill) they could receive a reward penalty. It could work like this:
- When playing a contract in your SP range you will have 100% of your reward (depending on what you've earned). - When playing a contract 1 tier lower than the contract tier you're able to play your reward will be reduced by (say) 25%. - When playing a contract 2 tiers lower than the contracts you're able to play your reward will be reduced by (say) 50%. - (optional and only necessary if elimination of proto-stomping is desired) When playing a contract that are lower than elite contracts with 10 million or more SP
This further diminishes the idea of wrecking havoc on lower skilled players, and could stop proto-stomping of the weak. This should only be considered if the other one is not going to be used alongside this option.
b) Contract complexity (domination being used as template)
- Basic contracts would be straight forward, with only one objective to complete. - Advance contracts would have 2 objectives, with one coming after the other's completion. - Elite contracts would have 3 objectives, or 1 objective and side objectives for extra rewards.
This could further discourage (morally) the idea of taking higher tiered contracts due to their complexity. This could just be paired with option a without its suggested side feature.
-Notes-
I think you should switch the values for clone victory and MCC destruction on each tier of contracts. Clone victories are less common and could be supported with the explanation of benefits of wasting resources of the opposing corp. and/or 'Rivalry' between corporations. I would understand otherwise.
My regards, - -V
"People are very open-minded about new things - as long as they're exactly like the old ones."
-Charles Kettering.
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