Laushanter Acate
G.R.A.V.E
2
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Posted - 2014.11.06 05:37:00 -
[1] - Quote
There are many situations and experiences in the lifetime of Dust that have been subject to the sheer movement abilities of teams and careful route management. Both wins and upsets depended on how well a group could control, if not contort, the opposition's pre- and post-objective maneuvers. What I hope to achieve in this suggestion is a sound way to implement this "inbetween" reward. For ease the following is suit vs. suit engagement and is time and overall damage based.
_Methods_
The most basic methodology is Passive and Active Suppression. Passive is rewarded for engaging at least 2 targets with little movement from your immediate point (10m spherical radius of player's position for starters). So either standing in place or moving in a generic area, this allow the reward to go active. Active Suppress is being within range of an objective or installation radius while or at start of suppressing. Supply Depot and CRU get a larger radius while Objective have the smaller radius as the spacing and tactics shift for the both types.
Looking at the basic with the weapons, team number in area, spacing, time, and dropsuit accounted; its is easy to see how this reward can scale and thus be a task to integrate consistently.
The next layer: Point, Global, Chain Suppression, Squad Usage
Point Suppress is a case of an Pas./Act. Suppress in an longer time period - regardless of area of map. A knowledgeable player may have taken point in a fitting spot for defense that is away from average key areas and this rewards such inventive fighting. Special case for Snipers that strikes must happen within an objective area or supply depot
Global Suppress handles a lot like the Transport Assist calculation, in that it covers 2 key factors. First, the ever-present multiple members in one area defense. Reward should read how many Active Suppressions are around and use that to filter which members just jumped in the fray. These folks would have to be in the combined radius plot to receive a Suppress Assist and stay for as much time as an Active Suppress, to gain that assist (thus its rewarding a player being a switch-out). The next area the reward handles is its namesake, It racks up the total amount of points if you have done these suppress acts over the course of battle.
Chain Suppress is special case where the player's targets group up with their members, either as an advancing party or being reinforced, that are also being suppressed by a player's allies.
Squad Chevron: Suppress - similar to a rally point but works with the reward, squadmates gain the Defense WP while the lead gains a commission after an extended period of time.
KO's on suppression have a different score chart - player's net the 50WP and get the Global bonus boosted, while the type is nullifed
_Points_
Rough Idea
Target Group (15% Overall Dmg) Passive - Active/Assist - Point - Global ( Suppression of 2 targets) +5 +15/5 +20 ~ ( Suppression of 3 targets) +10 +20/5 +25 ~ ( Suppression of 4 targets) Caps Caps +30 +20 (Reward & Adds 20wp)
Suppression KO ~ ~ ~ +5 per KO, adds to stack
Number of Suppressions 1 - Total of the one suppress performed - 2-3 +20 4+ +5 after each supress
Chain: +10 to Global Defense: +5 to Any Suppression Squad Order: 10% of WP at squadmates' timed payout
_Notes_
-Key note is the overall damage dealt to suits from the player's radius, this starts the reward read -Snipers have the lowest availability to suppression points -No Need for Vehicle Suppress via Vehicle Damage WP -No Need for Logistics Suppression Assist because of current WPs -Vehicle Suppression is only Global Suppression -Redline "Suppression" is already rewarding
Discuss and Enjoy. I hope this is a viable item if not a good consideration
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