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Cross Atu
Conspiratus Immortalis
775
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Posted - 2012.11.25 14:26:00 -
[1] - Quote
I haven't read all 4 pages of thread here but wanted to toss out an idea, what if rehack points were based off of the same 100 WP award modified by however much virus upload time is remaining. Thus no one would ever get the full 100 (can't instantly unhack the null cannon) the main benefit would still be tactical rather than WP, however it would support and reward that tactical play rather than reward play that is closer to farming.
0.02 ISK Cross
EDIT: forgot to mention, the above idea should add almost nothing to client load as all of the above metrics are already tracked, the only additional coding would be a "tick" to award the WP at the very end. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.12.14 17:39:00 -
[2] - Quote
Ghost-33 wrote:Odin Spear wrote:yup! +1
Every comment on this thread has been in full agreement. Not one negative or detracting comment. That tells you something CCP!
But what of this?!I would like to get points for rehacking but I can see quite a few people exploiting it to have members on both sides hacking and rehacking to gain fast points just like the repair exploit.
Inaccurate, the repair exploit specifically happened outside of the battle deep in the red zone at zero risk to the users of the exploit. Any objective hacking by its very nature must occur within the 'burn zone' (why does she call it that ) and thus exposes the participates to a greater level of risk.
Sync deployment is only a problem currently due to lower player numbers (closed beta) and a matchmaking system that is currently in it's early stages (CCP is working to improve it right now).
Further the contention that this opens the door to a new exploit is fallacious, two opposing 'synced' squads/teams could already exploit this system as it currently stands simply by moving from objective to objective hacking each one in turn and allowing the travel time to account for the virus upload to maximize effect.
What's more even if the new system were put in place it wouldn't increase the exploit value of hacking for two squads as only completed hacks grant points. Meaning that re-hacking would shift the possible point gain more than it would shorten the overall time required. Thus only one squad would be getting points for exploiting, still not good but also not a very striking departure from the current system.
All of that being said, any points awarded for re-hacking should be given with a modifier based on percentage of virus upload complete at the time a successful re-hack finishes. That not only limits the exploit value and makes some 'in game' sense keeping difficulty of action (completing a re-hack with little time left is harder than completing one with a full clock) but maintains much of the current game pace/flow allowing players to make choices with balanced awards rather than have their behavior altered by the mechanics of the system.
Made up example math follows. Re-hacking award = 100 (for simple math) Modifier = %virus upload complete Result = actual War Point award.
Thus someone re-hacking instantly while using 2xProto codebreakers would get something akin to 5-10 pts (while having spent over a million skill points and used up two fitting slots to be able to do so) and someone who fights their way to the objective and re-hacks it at 60% virus upload would earn 60 points for clearing and re-hacking rather than waiting and hacking back instead.
Of course maybe CCP wants to keep the incentive to re-hack low so there's a greater chance for objective turnover and more contentious battles, but unless they specifically say so I think I'm going to leave that supposition alone for now
0.02 ISK Cross
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Cross Atu
Conspiratus Immortalis
775
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Posted - 2012.12.14 17:45:00 -
[3] - Quote
Garrett Blacknova wrote: If rehack points are added without something to balance the exploitability, Corporations or Alliances WILL use it to pad their members' stats with private contracts.
I've sniped the above out of the post because something needs pointed out here. Private contracts currently do not award SP or ISK (aside from the value of the contract itself which is static rather than dynamic like the quickmatch games). Furthermore CCP has stated that they have no plans to change that once the game goes live, meaning that only quick match games will be providing the awards in question and there will mechanically be zero opportunity for a full corp or alliance to attempt to exploit in the way described. Que Sync methods will remain the only possible way to employ farming of any kind because the quick match system will be the only one in which said farming will effect anything beyond e-peening for a leaderboard slot. |
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