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[Veteran_Rex Manhunter]
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Posted - 2012.06.18 21:02:00 -
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I have brought up this question in a couple other posts, but here is where I'll ask officially:
Will Eve players have any control over who accepts their contracts? Will there be some sort of SP, W/L, or K/D requirement on contracts? Also, will a Dust player or a team of Dust players be able to put themselves up for hire on the mercenary market for a specified price? I think this would be a great feature in order to give the Eve players more control over the fight for the planets. Basically the only advantage based on gear or skill will come from the Eve player who pays more cash. This system should develop a sort of competitive market for mercenaries, where the most skilled Dust players will cost more than the less skilled.
Of course the problem could arise where all Eve players have high requirements on their contracts and no new players will be able to find a game, but I think that problem should quickly and naturally work itself out when either A) nobody accepts their contracts because there are no skilled players available, or B) the skilled players are actually too expensive for everyone to afford.
Another note on that matter though; if this is the case then really skilled players should be able to make a lot more money than the average guy, meaning they would need something really expensive to spend it on. I'm sure there will be plenty of stuff like that though |
[Veteran_Dargondarkfire darkfire]
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Posted - 2012.06.18 23:44:00 -
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Rex Manhunter wrote:I have brought up this question in a couple other posts, but here is where I'll ask officially:
Will Eve players have any control over who accepts their contracts? Will there be some sort of SP, W/L, or K/D requirement on contracts? Also, will a Dust player or a team of Dust players be able to put themselves up for hire on the mercenary market for a specified price? I think this would be a great feature in order to give the Eve players more control over the fight for the planets. Basically the only advantage based on gear or skill will come from the Eve player who pays more cash. This system should develop a sort of competitive market for mercenaries, where the most skilled Dust players will cost more than the less skilled.
Of course the problem could arise where all Eve players have high requirements on their contracts and no new players will be able to find a game, but I think that problem should quickly and naturally work itself out when either A) nobody accepts their contracts because there are no skilled players available, or B) the skilled players are actually too expensive for everyone to afford.
Another note on that matter though; if this is the case then really skilled players should be able to make a lot more money than the average guy, meaning they would need something really expensive to spend it on. I'm sure there will be plenty of stuff like that though
well K/D ratio is not a good idea, someone could be insanely good but was killed tremendously at the beginning of the game because of equipment and skill differences. W/L the guy who has nothing but starting combat skills, and is support could have a perfect win record but you hire him to fight and he just dies. at the same time his K/D is 0/4108. SP you hire a high skill point pilot to take over a space station which no vehicles can be used in. |
[Veteran_Rex Manhunter]
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Posted - 2012.06.19 00:01:00 -
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Dargondarkfire darkfire wrote: well K/D ratio is not a good idea, someone could be insanely good but was killed tremendously at the beginning of the game because of equipment and skill differences. W/L the guy who has nothing but starting combat skills, and is support could have a perfect win record but you hire him to fight and he just dies. at the same time his K/D is 0/4108. SP you hire a high skill point pilot to take over a space station which no vehicles can be used in.
Yeah, there could be other ways around those issues though. Maybe Eve players get to review a Dust player's history before hiring them. They could have a graph showing their W/L and K/D ratios over time, and their specific roles, etc. Or maybe the Eve players could pay the Dust squad leader to do all of that organizing for them. I know not everyone would be willing to do all that work for every battle, but I'm sure some battles will be very important and some players will do as much as they can to win |
[Veteran_FatalFlaw V1]
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Posted - 2012.06.19 02:30:00 -
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Well if you think about Eve contracts...they don't get paid until the contract is completed.
Bad players probably won't waste their time and isk on contracts they can't complete. The only loss to the one who issued the contract is maybe time since I'm guessing multiple corps won't be able to accept the same contract at the same time. |
[Veteran_Valklear One]
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Posted - 2012.06.19 03:37:00 -
[5] - Quote
There is a lot to factor into how much one person or a corp is valued at. If the player plays only logistics suits (and this assumes that nanite injectors and medical system gets fixed) he probably dies alot and wont be killing much, but his team mates will know this guy is their God, he rescues them and their expensive fits like a boss, but how do you make that transfer into a spreadsheet like bit of info for a CEO looking to hire mercs?
Then there is the case of players who kill alot (lets look at Heavy players for a moment). I seem to have a hugely favorable k/d ratio even in militia heavy gear, but i am not actually any better of a player (I actually am not that good a FPS games, i have fun with them but im not going to be going to one of those FPS tourneys...ever). I find that most heavy players fall into this same area..great in a heavy suit...not so much in anything else.
What I would recommend is instead of some rating system that may, or may not, be an accurate depiction of who an individual is a merc corp is simply have a built in system where your corp gets a mark for incomplete missions, complete but no win, and win.
This would be more akin to the Standings systems in Eve, only issued by players. An eve player issues a contract and Merc Corp X takes it. Corp X enters battle and they get steamrolled they dont get paid, but they do get a .05 (or whatever) Reputation point. If they take a contract and win then .15 Reputation points. However if Corp X takes a contract and leaves before the contract (game) is complete (like they were getting steamrolled and said screw this) they get a negative -.10 Reputation marker. If an employer is particularly happy with a corp that answered a contract the employeer will have a time window where they can award a .05 Reputation bonus or if your team just sucked a -.05 penalty.
This Reputation bonus would then, as it builds, allow you to become more of a commodity. It would be affected by the players who join your corp much like reputation is affected in Eve in regards to sov-rights. If you allow a crap player who has crap reputation to join you, you will take a hit to your rep, great players will bolster your rep and mediocre players (like myself) will not hurt your rep, we just wont help it much either.
This Reputation will then be a thing that a Eve corp or individual can take into consideration when thinking of hiring you specifically. It is a more accurate measure of the overall abilities of your corp and is not reliant on arbitrary things such as K/D ratios and it isnt something that can easily be padded to make you look better |
[Veteran_Zekain Kade]
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Posted - 2012.06.19 04:12:00 -
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There's going to be a business record. EVE players can check that, it'll probably have all the info you need to able to tell who would get the job done effectively. |
[Veteran_Rex Manhunter]
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Posted - 2012.06.19 05:50:00 -
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@Valklear One
I know that a K/D ratio won't always be a relevant factor, that's why I suggested including the player's role in their combat history, in addition to their W/L record as you kind of suggested. So if you can see someone's role + their kills or revivals or whatever, then you can get at least a decent idea of their individual worth. I was talking mainly about individual players also, not corp groups. With a consistent team, a W/L record is perfect(not just an overall average, but their whole history). The whole reputation thing would be fine as well except for the fact that you get points for losing. If the rep system is supposed to represent the team's worth, then it's ridiculous to gain points for losing. It needs to go up when you win, and down when you lose like any good rank. If it's just intended as a representation of overall experience or something then I think it's fine the way it is, except that it would be nice if individual squads or even players had their own rep instead of a corp-wide rep. |
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