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Edu Ashbourne
Doomheim
54
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Posted - 2012.11.15 14:29:00 -
[1] - Quote
Now I can't speak for everybody, especially not those who frequent here, but I don't think dropsuit prices alone are doing enough to keep players from rushing into certain death for one kill. I mean, why would they care if they die when it's so easy to restock cheap fittings or use the starter kits for free?
But rather then add additional punishment for dying though, I request a reward for staying alive: The WP Multiplier.
- The more Regular WP you earn in a single life, the higher your multiplier grows.
- Each time you score Regular WP, you're given Bonus WP based on your multiplier.
- Multiplier is increased only by Regular WP and only up to a certain limit (200% probably)
- Here's the important bit: When you die, the multiplier returns to zero and it has to be built up again.
This would mean more points to players who keep themselves alive and contribute killstreaks and support, then those who lemming into combat in cheap/free gear. Therefore there's an incentive to be more careful for more isk and sp at the end of the match.
okay i'm done.
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Unknown 009545
Bragian Order Amarr Empire
0
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Posted - 2012.11.15 15:19:00 -
[2] - Quote
I like the idea, but I would be concerned about precision strikes becoming too frequent. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.11.15 15:19:00 -
[3] - Quote
I hate the reasoning behind this, and its effects would be terrible.
The reasoning: There's enough people who only care anout their KDR, and refuse to rush to where they're needed because they're afraid to die. If anything we should be encouraging people to be more brave for the sake of the victory, and not punishing them. We are immortals who just respawn after death, I don't see why we should ever need to be so cautious beyond economic reason.
The idea itself: It would give a massive advantage to the team that's already dominating because those bonus war points would accelerate the acquisition of precision strikes. Teams with better killers don't need even more help, that would just make victory for the opposing team even more unfeasible. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
391
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Posted - 2012.11.15 20:38:00 -
[4] - Quote
Unknown 009545 wrote:I like the idea, but I would be concerned about precision strikes becoming too frequent.
which is why i think that this should only affect SP, instead of WP.
it makes sense lore wise. the longer your clone stays alive the more time it has to send data about what you are learning, with each fresh clone having to warm up to the process before getting to max efficiency. |
Cross Atu
Conspiratus Immortalis
775
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Posted - 2012.11.15 20:51:00 -
[5] - Quote
I think that the market will take care of this issue without any additional mechanic. Right now we're only seeing NPC seeded gear, meaning that the current market in beta bears almost no resemblance (beyond the UI) to what the real market in Dust 514 will be once it's enabled.
Also keep in mind that many quite expensive things are still not even in the build, much less on the market, yet. Player buildings, Mechs, the MCC, etc. Meaning that the ability to profit off the use of cheap/free suits could be vital for newer players looking to delve more deeply into the Dust experience because they'll need to save ISK before they can even put the better toys on the field. And when that more expensive gear is on the field the real incentive will be to stay alive so as not to lose it.
0.02 ISK Cross |
Edu Ashbourne
Doomheim
54
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Posted - 2012.11.15 23:18:00 -
[6] - Quote
I'll have to admit my ignorance. I thought all warpoints did was assess your 'contribution' at the end of the match. The more WP you have, the more isk/sp you get. I didn't know they were actually used for stuff in the battle.
I just thought that a little after-match bonus of more cash/skills would get more players to stop running&gunning like they're playing Quake3. It would even have to be that much to be effective and if peoples want to sacrifice them for victory, losing the multiplier wouldn't be too hard on them.
Like as been said, we won't know how people will act in the game proper. I'd say players that don't fear death are a lot more dangerous to those who are careful and if they can afford the gear, that's their choice. Just really sucks when the clonecount plummets when half the team is doing it. |
Edu Ashbourne
Doomheim
54
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Posted - 2012.11.17 14:57:00 -
[7] - Quote
You know, so long as it only effects how much isk/sp you get after the match, I still think this is a good idea.
Why punish people who want to sacrifice themselves for victory? Because clones aren't free! And in modes like Ambush, it's very damaging when people think they are. If they want to be a hero so badly, they can take the multiplier reset along with the lost clone.
It would be the end of the world if you didn't get much multiplier anyway. Starting players would still get their skills and money but if they manage to kill a couple of players and hack a point before dying, they'd get a bonus for being good. Positive encouragement that would teach players to value their lives and not run around in the open.
Don't tell me that after surviving half a match with an impressive killstreak you didn't wish that were something for it. |
Mavado V Noriega
SyNergy Gaming
2283
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Posted - 2012.11.17 15:55:00 -
[8] - Quote
KAGEHOSHI Horned Wolf wrote:I hate the reasoning behind this, and its effects would be terrible.
The reasoning: There's enough people who only care anout their KDR, and refuse to rush to where they're needed because they're afraid to die. If anything we should be encouraging people to be more brave for the sake of the victory, and not punishing them. We are immortals who just respawn after death, I don't see why we should ever need to be so cautious beyond economic reason.
The idea itself: It would give a massive advantage to the team that's already dominating because those bonus war points would accelerate the acquisition of precision strikes. Teams with better killers don't need even more help, that would just make victory for the opposing team even more unfeasible.
Most good players arent afraid to die we just arent brain dead and think charging into an enemy infested objective solo is a smart move because it isnt. u die, u achieve nothing, wasted a clone and lost some ISK even if u manage to get the cap off u wont hold it solo we shouldnt be encouraging ppl to "be more brave" as u put it we should be encouraging them to use their brains more and think carefully of a situation because ppl think "being brave" = charging into an obj and justify their countless deaths as "them playing the objective" no they arent, they are dyin and not actually playin the objective
OP idea is decent but should only affect ISK/SPs not for Warbarge Strikes |
Governor Odius
Doomheim
177
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Posted - 2012.11.17 17:38:00 -
[9] - Quote
I'm agin' it.
War points are a measure of how much you helped your team. There's no reason to punish someone for dying in the process of helping their team. They already lose their fit, have to sit through a respawn delay, and then have to find their way back to the fight from whatever spawn point they have available. We don't need to add some arbitrary multiplier reset on top of that. |
I-Shayz-I
ZionTCD Legacy Rising
172
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Posted - 2012.11.18 00:27:00 -
[10] - Quote
The price of the dropsuit is enough for players to try and stay alive rather than to rush into battle.
This game is about risk vs reward. If you risk more assets you gain potentially get more points. Or, you can be shot down by a tank in one hit and waste 150k on a fitting.
I always thought I sucked at this game until I got a better dropsuit and fitted it with over 300 shield. I fitted an expensive dropsuit the best I could and went 15/3 that round using three militia dropsuits and this new one. I never get that kind of score, but I got lucky that round, not to mention I didn't die using that suit, so I didn't lose the 100k that it cost to fit it. |
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angelarch
Algintal Core Gallente Federation
93
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Posted - 2012.11.18 08:18:00 -
[11] - Quote
Edu Ashbourne wrote:...
Why punish people who want to sacrifice themselves for victory? Because clones aren't free! And in modes like Ambush, it's very damaging when people think they are. ...
I sorta like your idea when applied to only SP, but you must only play Ambush games because conversely in modes like Skirmish-- its very damaging when people DON'T rush into battle like heroes.
A system like this in Skirmish would cause more people to hug the mountains and red zone and not risk trying to expose themselves to go get objectives, which is ALREADY a problem in skirmish.
This would make skirmish a lot worse.
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Rhadiem
Algintal Core Gallente Federation
496
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Posted - 2012.11.18 23:30:00 -
[12] - Quote
As a suicidal maniac, I'm against this. There are already enough disadvantages, both financial and social (KDR snobbery), adding even more Warpoint returns to this is unnecessary. In Dust we are immortal because we can respawn. No need to discourage that advantage artificially. |
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