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EnglishSnake
Zumari Force Projection Caldari State
1012
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Posted - 2012.08.23 12:32:00 -
[1] - Quote
Team A vs team B - 50 clones each (example)
Player from team A spawns and kills a player from team B, 50-49 clones
Another player from team B shows up and kills the player from team A, then revives his squad mate, 49-50 clones
When you revive someone you stop them from dying and losing a clone so it should reflect on the number of clones left and not take away 1 clone because it isnt lost, also on the K/D he didnt die so he should not have the death added to his K/D |
Martyr Dumb
9
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Posted - 2012.08.23 12:37:00 -
[2] - Quote
Agreed. The kill should only count when there is no more hope of reviving. I find myself being overly cautious (sometimes) when reviving because I don't want to screw their K/D up. |
dust badger
BetaMax.
283
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Posted - 2012.08.23 12:39:00 -
[3] - Quote
i dont mind the K/D changing because to be fair the other guy did down you so he should get the kill, but i agree you do not use a clone up so the counter should not go down |
Dewie Cheecham
Villore Sec Ops Gallente Federation
677
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Posted - 2012.08.23 12:39:00 -
[4] - Quote
EnglishSnake wrote:Team A vs team B - 50 clones each (example)
Player from team A spawns and kills a player from team B, 50-49 clones
Another player from team B shows up and kills the player from team A, then revives his squad mate, 49-50 clones
When you revive someone you stop them from dying and losing a clone so it should reflect on the number of clones left and not take away 1 clone because it isnt lost, also on the K/D he didnt die so he should not have the death added to his K/D
I thought it already worked like that. the clones counter only drops when a player re spawns.
What I would like to see though, is that while you get a +50 immediately when you kill someone, you should get a -50 if that player is then revived. He didn't die after all... This could add another fun aspect to the game, denying the other side points. Same with hacking. Where you get +100 for a successful hack. instead you should get the first half as soon as the virus upload is complete, and the rest when the hack succeeds. In turn. you lose the initial 50 if the opposition stops the hack, where they instead get those 50.
Losing the 50 if the hack is stopped, is identical to the current amount. But seeing a red -50 on the screen, instead of the pretty blue +50 is an extra motivator to stay put and protect the hack. |
Dewie Cheecham
Villore Sec Ops Gallente Federation
677
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Posted - 2012.08.23 12:43:00 -
[5] - Quote
Martyr Dumb wrote:Agreed. The kill should only count when there is no more hope of reviving. I find myself being overly cautious (sometimes) when reviving because I don't want to screw their K/D up.
A tactic I really haven't seen yet, is when both teams are more or less on level, that the losing side stops respawning, leaving fewer people on the ground, but also giving those last few a chance to make that all important final kill that tips the balance. The game ends when the clone counter is 000, and one more tries to respawn.
Edit:
Actually, the game ought to end only when the last merc is dead. Respawning just stops when the counter hits 0. One determined guy can wreak havoc. It is not a survival tactic to just hide. because the team with most survivors on the ground + remaining clones wins. |
Terram Nenokal
BetaMax.
115
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Posted - 2012.08.23 13:58:00 -
[6] - Quote
Dewie Cheecham wrote:Martyr Dumb wrote:Agreed. The kill should only count when there is no more hope of reviving. I find myself being overly cautious (sometimes) when reviving because I don't want to screw their K/D up. A tactic I really haven't seen yet, is when both teams are more or less on level, that the losing side stops respawning, leaving fewer people on the ground, but also giving those last few a chance to make that all important final kill that tips the balance. The game ends when the clone counter is 000, and one more tries to respawn. Edit: Actually, the game ought to end only when the last merc is dead. Respawning just stops when the counter hits 0. One determined guy can wreak havoc. It is not a survival tactic to just hide. because the team with most survivors on the ground + remaining clones wins.
I was thinking something similar the other day. Although consider the circumstance where there is 1 merc left on the battlefield and the entire other team is trying to hunt him down while he hides.
I like the idea in theory, but I think it would bring more bad than good. |
Altessan Vigarde
Crux Special Tasks Group Gallente Federation
84
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Posted - 2012.08.23 15:36:00 -
[7] - Quote
Dewie Cheecham wrote:[quote=Martyr Dumb] Edit:
Actually, the game ought to end only when the last merc is dead. Respawning just stops when the counter hits 0. One determined guy can wreak havoc. It is not a survival tactic to just hide. because the team with most survivors on the ground + remaining clones wins.
For most games I would agree with you, but not for this one. I feel like the idea is that after all the clone reserves are used up, any death on the battlefield will be permanent, so all the losing mercs, not wanting permanent death, surrender. |
SWEETY muffin CAKES
Sanmatar Kelkoons Minmatar Republic
42
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Posted - 2012.08.23 16:59:00 -
[8] - Quote
I agree with the clones, but you can't take away points too often, because everytime you do something, putting someone down, hacking... even partially... is something that hurts the other team, to make them have to respond.
Also... if your steamrolling, then the other team will end up getting 0 points.... and as awesome as that is to a competitive game... it also means that no one is going to play except die hards.... and then when there is no more playerbase, even the die hards start leaving.
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Red at Math
Royal Uhlans Amarr Empire
41
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Posted - 2012.08.23 19:16:00 -
[9] - Quote
EnglishSnake wrote:Team A vs team B - 50 clones each (example)
Player from team A spawns and kills a player from team B, 50-49 clones
Another player from team B shows up and kills the player from team A, then revives his squad mate, 49-50 clones
When you revive someone you stop them from dying and losing a clone so it should reflect on the number of clones left and not take away 1 clone because it isnt lost, also on the K/D he didnt die so he should not have the death added to his K/D
It already works like that. The only place the death is reflected is on the end of match screen. Even if your team revives everyone and the clone count never goes down, you will still see the deaths on your K/D counts...you will not be charged for the dropsuit fittings however.
So...good suggestion! So good that it's the way CCP already designed the game. |
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