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Longshot Ravenwood
Algintal Core Gallente Federation
680
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Posted - 2012.09.29 16:53:00 -
[1] - Quote
- Reduced base payout (payout based on actual time spent in combat zone...we'll say minimum 50k+1k per minute.)
- Additional bonuses available as normal for completing combat objectives. Pulls from a group isk pool as a % (20k isk per merc. If you didn't do anything to help you would get 0% of what was put into that pool.)
- Skill points remain as they are.
- If your team Loses - All mercs still on the battlefield "suicide". All fittings & vehicles on the battlefield are expended (lost) as if you had died.
- If your team Loses - You get no salvage.
- If your team Wins - You don't lose any fittings or vehicles that you have fielded.
- If your team Wins - You get salvage.
- If your team Wins - You receive a mission bonus for victory. (Base payout multiplier).
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.09.29 18:25:00 -
[2] - Quote
I don't think payout is based on time spent on the battlefield. I read in the manual that its based on the collective price of items used and destroyed in the battle, but there is another factor in influencing it that I don't know about (either KDR or war points, I notice when I have a great KDR I make way more money). Joining ending battles, and gettinng 120k without doing anything makes me doubt time spent on the battle influences anything.
The winning and loosing conditions I agree. Losers shouldn't get salvage since the remnaints of a defeated army shouldn't be able to salvage the battlefield in peace, and should loose fittings in suicide (how else would they leave if the map is now controlled by the winners' contract issuer). Victory really should give more ISK. |
Prince Fatty
Sanmatar Kelkoons Minmatar Republic
0
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Posted - 2012.09.29 18:39:00 -
[3] - Quote
1. Reduced Base Payout - Agreed. I don't know how it's calculated, but bonuses should be more prevalent to make progress feel that much more rewarding. And the cash bonus should be displayed upon kill/hack/etc. At the moment, success in battle gives you like a "+50," but that number is neither ISK nor SP. Remember; these are FPS players, so KISS.
One of the overlooked victories of Battlefield 3 was the way it finally perfected its pointing system. And it did so by pointing generously for a wide variety of jobs on the battlefield; assists, disables, etc. Dust is already great for pointing assists, but stepping up this part of the game will deliver multiples in terms of player satisfaction.
Kagehoshi said all there is to say about salvage. I agree 100%
But your ideas on losers losing all their vehicles/fits upon losing would substantially change the balance of vehicle play. I've read comments from some tankers on these forums, and the guys will run a tank for ten, twenty games or even more. Their fittings and strategies will thus be based on tank lifetime, and this one change will substantially reduce that. It will penalize tankers for landing on a bad team, when they should be rewarded for making a larger investment in the team's success.
Furthermore, it doesn't make sense that all the vehicles would simultaneously detonate the moment their team loses a pivotal point in battle. Why wouldn't dropship pilots be able to fly away? Why wouldn't tanks who've survived the battle be able to catch a ride out of town before it gets too hot?
Tanks often survive the retreat. And as the current balance stands, this should remain so. Tanks are plenty vulnerable without any countermeasures to deter the seeker missiles, and I think we'd all like a little more heavy support. |
Prince Fatty
Sanmatar Kelkoons Minmatar Republic
0
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Posted - 2012.09.29 18:46:00 -
[4] - Quote
was a repost ... how do I delete? |
Longshot Ravenwood
Algintal Core Gallente Federation
680
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Posted - 2012.09.29 18:52:00 -
[5] - Quote
KAGEHOSHI Horned Wolf wrote:I don't think payout is based on time spent on the battlefield. I read in the manual that its based on the collective price of items used and destroyed in the battle, but there is another factor in influencing it that I don't know about (either KDR or war points, I notice when I have a great KDR I make way more money). Joining ending battles, and gettinng 120k without doing anything makes me doubt time spent on the battle influences anything.
I don't believe it currently does either -- which is why I'd suggested using it to affect final payout. If you happen to drop in after 10 minutes of combat has already gone on I think by default you should get 10-20k less than everyone else. |
Longshot Ravenwood
Algintal Core Gallente Federation
680
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Posted - 2012.09.29 19:03:00 -
[6] - Quote
Prince Fatty wrote:But your ideas on losers losing all their vehicles/fits upon losing would substantially change the balance of vehicle play. I've read comments from some tankers on these forums, and the guys will run a tank for ten, twenty games or even more. Their fittings and strategies will thus be based on tank lifetime, and this one change will substantially reduce that. It will penalize tankers for landing on a bad team, when they should be rewarded for making a larger investment in the team's success.
It sounds like it's keep a "tanker" from just dropping a tank in every situation on every map. Almost like they have to assess the team they're working with before they decide if it's worth it for them. I personally average a 50% kill rate for all tanks I encounter in matches. They're a personal favorite because I know exactly how much effort they put into them & how little risk there is without an active anti-material player pursuing them.
Prince Fatty wrote:Furthermore, it doesn't make sense that all the vehicles would simultaneously detonate the moment their team loses a pivotal point in battle. Why wouldn't dropship pilots be able to fly away? Why wouldn't tanks who've survived the battle be able to catch a ride out of town before it gets too hot?
Tanks often survive the retreat. And as the current balance stands, this should remain so. Tanks are plenty vulnerable without any countermeasures to deter the seeker missiles, and I think we'd all like a little more heavy support.
It makes sense that the mercs wouldn't get to keep equipment in the same sense that it makes sense that they have no ability to get it back out safely. They'd have to call in an RDV to pick up the vehicle, which they aren't designed to do & the operation would have to be performed without merc support on the ground. I'd imagine the vehicles all have kill-switches to prevent the enemy from reclaiming more resources than necessary. |
Shiro Mokuzan
220
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Posted - 2012.09.29 19:49:00 -
[7] - Quote
I makes sense you would lose all suits and gear you have currently fielded when you lose.
This would make people care more about winning instead of K/D ratio.
I think it goes without saying that salvage should only go to the winners. |
Longshot Ravenwood
Algintal Core Gallente Federation
680
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Posted - 2012.09.30 04:41:00 -
[8] - Quote
CCP Cmdr Wang wrote:Skill rewards * Skill points are now awarded from battles based on time spent as well as warpoints earned.
ISK rewards * Time spent in the battle is now a factor in ISK rewards earned, meaning that spending little time in a battle will yield little rewards * ISK rewards are now also awarded at the end of each battle to players who participated but werenGÇÖt present at the end of the battle (e.g. crashed/disconnected/left)
Thanks for the Update Cmdr Wang! Any way we can punish the losers a bit more & take away their fittings when they lose too? We need SOMETHING for people to QQ about. |
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