Ronin Odachi wrote:I absolutely agree that noobs should be able to contend with vets, but where we differ is in how difficult we think it is to do that. A noob in full militia can still be effective as a part of a group, or if he gets the drop on an enemy, never mind if he specs into something.
As an EVE player, you should know this too; EVE noobs are able to contend with the rest of us by focusing on depth rather than breadth of skills. If noobs are provided with enough SP right off the bat to spec into some half-decent tier 1 gear, they'll be even more effective.
I do like the idea of vets getting reduced SP for killing noobs, and noobs should get more for killing vets. However, I'm thinking more along the lines of 50% reduction as the absolute maximum, or a 100% increase max for noobs. Only getting 12% of the SP you would get otherwise would just be frustrating, and punish players for playing the game longer.
Now I'm not sure how the game determines how much SP you get each battle behind the scenes, but I think that reductions should work as follows: if a player kills another player say, 10 million or more SP below them, they get a 50% reduction in SP for that one kill. At 9 million different, it would be 45%, at 8, 40%, etc. (The discrepancy would likely have to be increased for the maximum and scaled, but you get the idea)
The inverse would be true for noobs; for killing someone 10 million SP or more above you, you get twice as many SP, 100% increase. For 9 million, 90% more, etc. Again, this would likely be a higher SP difference, and scaled.
Using that system would give vets more incentive to capture and hack rather than kill, as they would get no SP reduction for such actions. Noobs would be well rewarded for vet kills, but the comparative ease of completing non-combat objectives would also promote teamwork. The end result would be vets being punished less, noobs being able to catch up more quickly and being rewarded for what many of them likely came to do in the first place: shoot people in the face. As they advance, they'll stick around; come for the pew pew, stay for the depth.
EDIT: not sure how quickly the average player will be able to acquire SP (without modifiers), so the above system is more about the paradigm than the actual numbers.