CeeJ Mantis
Mantodea MC
156
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Posted - 2015.03.25 23:33:00 -
[1] - Quote
Been mulling over ideas for a bit, and was thinking about how to combat players who spend too much time in their redline. I personally despise players who are afraid to leave it or exploit it to minimize their losses, but also understand that it is needed. We don't want all maps to be like Boulder Rim where many people just ignore the objectives and head strait to the spawn point to camp it for kills. Not to mention when people get thoroughly stomped, they often don't have much choice. I have always been a sniper, and have flirted with vehicles on and off over these few years, and understand the want to use the redline, but risk-free play-styles need to go to make the game more fun for everyone. Here are 2 ideas I thought of:
1. Start a counter when a player is in their redline. This counter counts up to a threshold (maybe 30ish seconds) on the specific clone, and time accumulated after that point deducts from match rewards. Perhaps as as percentage of time spent in the redline. Spend 50% of your time in your redline, and you only get paid 50% of the rewards. Someone who wants to resupply their vehicle, they might not mind loosing a small amount of their end of match rewards (1-5% for instance) to resupply/repair their vehicle. Infantry that needs to go back for resupply/suit change might also see it as worth it. Vehicle users and snipers who are content to stay in the redline for lengthy percentages of the match may not die, but they will also get paid very little, and receive little/no SP. Also discourages AFKing as there isn't a good place to do it. There would of course need to be some kind of indicator on the map/HUD that shows you where your safe zone is in order for this to work nicely.
2. Create a system where people cannot shoot or be shot in their own redline. While this sounds a lot less useful at first, if you implement some sort of time minimum before you gain or loose some of these bonuses might help with the idea. For instance maybe you cannot shoot for 5 seconds after you leave your redline, but you can take still take damage (stops peekaboo tactics). And when you enter your redline your bonuses don't kick in until a certain amount of time (maybe you can shoot for 5 seconds, but it takes 10 seconds for invulnerability to kick in). This stops cowards who want to run to a spot where they are invincible, but doesn't punish someone who walks in accidentally, or enters very briefly.
Neither of these ideas is fully fleshed out, and they likely need tweaking to make them work. There are also instances where being redlined could cause problems, or someone usefully manning an installation in their own redline may be punished too hard, but I would like to hear what people think about these ideas, as well as other solutions.
(Remember to keep things civil and polite)
Longest plasma cannon kill: 236.45m
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Ku Shala
UNITED MERCINARY AND PILOTS ALLIANCE Immortals of War
1326
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Posted - 2015.03.26 16:15:00 -
[3] - Quote
your first idea is the better. it would have to be refined vehicles and infantry should be able to gain cover, regroup and resupply without penalty.so maybe a 30sec+ timer before being penalized and -50 wp for every full 30seconds after your first 30 seconds.
example
1. im in the reline for 0-59 seconds no penalty.
2. in in the redline for 60 seconds -50 wp
3 im in the redline for 0-59 seconds and leave but return for <60 seconds no penalty
4. in in the redline for 90 seconds -100wp
(the wp deduction is just an example and is probably way too high a penalty)
the red line needs a caution (yellow area maybe 30m? wide along the redline) enemys in the yellow zone receive 20% more damage from people in the redline and do 20% less damage to clones in the redline this will help prevent redline camping.
increasing the number of objectives could also help on skirmish maps
-¦a+ó a+ú-Æa+äla+ä (CK-0 Specialist x5)
Caldari Loyalist
22 million sp in drop suit upgrades
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