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Obama DAT
Doomheim
389
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Posted - 2012.10.19 20:57:00 -
[1] - Quote
I think using advanced and proto Nanite Injectors should score the user more WP for use. Part of me realizes it's pure greed on my part to want more war points for my action. Another part of me wants to incentivize advanced nanite injector use for the good of the game. Anyone think this is a good idea? Can anyone talk me down from my talking point? |
FatalFlaw V1
ISK Faucet Industries
76
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Posted - 2012.10.19 21:20:00 -
[2] - Quote
I have no idea how many WP are awarded now, but I can tell you I have never once been revived in the past couple weeks. Despite the "triage nearby" message, and spamming square while waiting.
Increasing the WP would increase the use hopefully, but wouldn't matter in terms of game balance because of the weekly cap on SP gain. |
Obama DAT
Doomheim
389
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Posted - 2012.10.19 21:23:00 -
[3] - Quote
Good point Fatal. With the skill cap in place there is no reason not to incentivize the use of advance/prototype with more WP. I also agree that I rarely get picked up even though the message says one is about. I pick up clones frequently, any given skirmish game I ususally get around 2 to 8 revives per match. |
Barack Ownbama
Subdreddit Test Alliance Please Ignore
159
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Posted - 2012.10.19 23:05:00 -
[4] - Quote
I can see why it may be a good thing, but I would honestly have to say no to the idea. The main incentive for advancing in them should be that the better injectors heal more armor, which for any corp is one of the most important things in a fight. While it sucks that the majority of players don't pay attention to using it, it seems like an untapped reserve of easy WP. It's a task that can be accomplished so quickly that if it were to give more it could become a real issue with people abusing it to farm SP, which is already a major problem in the game. I can see reducing the requirements to use the advanced injectors, but giving more points just seems like it's asking for trouble. Plus, once you get a good band of guys to play with, someone will be picking you back up all the time. I rarely enter a game without them equipped. |
I-Shayz-I
ZionTCD Legacy Rising
172
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Posted - 2012.10.19 23:45:00 -
[5] - Quote
Right now it's 60 WP for 20% of armor restored. at advanced it's 50%, and prototype I believe is 80%.
Let's say it's 50 WP for a revive + 10wp for every 20% health restored.
Basic: 60 WP Advanced: 75 WP Prototype: 90 WP
I honestly think this is fair especially since a prototype injector costs a ton, giving a logi good enough reason to stay back and not die so they can run around reviving people and actually be rewarded for it. |
ugg reset
ZionTCD Legacy Rising
234
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Posted - 2012.10.20 00:14:00 -
[6] - Quote
i disagree. good squads will do what it takes to win; If that means spending more for better tools then so be it. the game rewards WP for actions not the effects those actions take. |
Obama DAT
Doomheim
389
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Posted - 2012.10.20 00:21:00 -
[7] - Quote
Thanks for all the input. I can see both sides of the argument. Though I do like Shayz mathmatics, though only because I desire more WP |
Waruiko DUST
G I A N T
90
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Posted - 2012.10.20 00:49:00 -
[8] - Quote
IMO the BEST argument for better injectors giving more points is that when repair WP are added back in a standard or militia assault suit can be revived with militia injectors and still be damaged enough to get the WP bonus for repairing them back to 100%. If you use any better injectors you don't get this bonus netting you fewer points overall.
I propose that when reviving someone you get some of the points for popping them back up, say 50, and then some extra depending on how much HP you repaired in doing so.
For example say you revive a down Assault with a militia injector for 55 points. 50 for the revive and 5 for the amount repaired. he gets shot up seconds later so you revive him again for another 5 points. 0 for the revive because that's on cool down to prevent abuse, and a small 5 for the amount repaired. You then pick up an Assault for 60 after you respawn with an advanced injector. 50 for the revive and 10 for the repair. You go on to revive a Heavy with the same injector for 70 because of the extra HP you are fixing.
That system not only rewards players for using better tools but forces them to prioritize who to help first in such a way that the most situation critical and those most likely to be most effected greatly. If a bunch of people are swarming your position you should be picking up the Heavies with the HMGs first rather then whenever you get around to them. If you are under attack by vehicles those with forge guns and Swarm Launchers are vital to you getting to the rest of the group so you grab them first because they offer the best chance to get everyone up. I will admit the second set of priorities will likely be weighed on less though as its more a symbol of a good player that they prioritize like that. |
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