Malkai Inos
Any Given Day
1452
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Posted - 2014.06.25 05:07:00 -
[1] - Quote
I was thinking about the general state of WP generation and the factor of clone termination, especially with regards to the nanite injector. Here are a couple suggestions, some of which go slightly beyond just the needle aspect:
[Disclaimer: All numbers pending! Will happily consider any suggestions]
- Remove flat head-shot kill bonus.
- Head-shot kills automatically terminate the clone.
- Introduce clone termination bonus based on terminated suits tier (MLT & STD/ ADV/ PRO): 5/10/20WP. *
- Change revive bonus to be based on needle and target suit tier: Needle tier+Suit tier, where both add 20/40/60WP respectively
- [Possibly controversial] Unless requested, revive bonus is awarded only after the teammate survived for three seconds.
- Allow user clone termination through triangle button press. Killer gets appropriate termination bonus.
- Unless requested, deny all revives for two seconds upon bleed.
- Unless requested, Delay revive icon display for two seconds upon bleed.
- * [Controversial!] Alternatively: Reduce kill WP to 30. Raise termination bonus to 20/30/50.
The current mechanics of clone termination and revive lack any depth and consideration of the tactical implications associated with any given action. Heavy emphasis is laid on the act of killing the player, while the critical process of terminating the clone is in no way emphasised or rewarded, leading to a system where ultimately inconsequential or even counterproductive behavior, such as killing a clone only for him to be revived a second later is actively promoted.
The inital suggestions try to emphasize the importance if "finishing the job" when killing another player and give players appropriate incentives to terminate clones after incapacitating them. They also designate higher tier suits as inherently higher value targets to reflect their higher capacity to influence the battle outcome.
The tactical and strategical value of reviving a team mate can vary wildly based on various circumstances. The tier of the injector can greatly influence the chances of the team mate surviving so using a better tool should be rewarded. A team mate using higher tier suits can generally be assumed to be higher value asset on the battlefield. This should be reflected by WP gains as well. Under the proposed rules WP gain can vary from 40 in the case of a STD needle stabbing a STD suit to up to 120WP when both are of PRO tier. This reduces the viability of randomly stabbing people with low tier needles and encourages logistics to use better equipment and prioritize their targets.
Few revives are of little tactical value for team if the revived team mate is going to get incapacitated within mere seconds of being revived. By tieing WP gain to the prolonged survival of the target unless the was specifically requested, logistics are encouraged to prefer using their needle when the target has a high chance of survival and/or wants to be revived.
And finally. While the act of reviving is not actively detrimental to the teams success. Repeatedly reviving players who have no interest and/or chance of actually contributing with their current clone, to the extent where players can be farmed for WP generation can greatly diminish those players enjoyment of the their gameplay This hurts the acceptance of the Nanite Injector as a viable and welcome support tool and causes increased disharmony between logistics and others, especially in public matches.
A brief timer that prevents all incoming revive attempts and surpresses the tacnet revive icon unless requested gives players the needed agency to decide whether a revive is sensible or not. This reduces stress from badly executed revives and allows logis to better prioritize revive opportunities that are desired as well as have a high chance of success.
You can take a benign object, -you can take a cheeseburger and deconstruct it to its source...
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