Altessan Vigarde
Crux Special Tasks Group Gallente Federation
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Posted - 2012.12.15 04:58:00 -
[1] - Quote
I considered putting this out earlier there but I didn't want to put the wagon before the horse so to say, but since there was a thread about how the command function would work just thought I 'd throw in my two cents.
I think we're all hoping for an RTS style command function, but this raises a key problem.
-Players don't have to follow instructions, they can jut do what they want.
Now of course you can give the commander super quad leader powers and give out war points based on the acquisition of objectives, which I think should be part of it, but here's a suggestion that might make this function a whole lot more interesting.
-The Bounty System
Since Eve is all about the money, why don't we cut out the middle man and have the commander set bounties on objectives he wants captured or player he wants killed. Commander specifies the amount o ISK rewarded for these actions depending on how crucial he sees it to the battle, the the player who achieves that objective gets the bounty. He can also set assist bounties to encourage larger groups of player to go after a key objective.
Now here's where it gets interesting. The commander has a budget, either of his own money or the money allotted him by the contractor. He doles it out as he sees fit, but if it runs out he cannot set bounties anymore and suffers a penalty. In this way Commanding becomes more strategic than simply laying down objectives and ground support, he has to negotiate with the players for a price that is reasonable for him and won't break the bank, but also one that will encourage players to risk losing expensive fits in order to get a high paying bounty. This would make the game more dynamic on both sides and require the commander to be extremely strategic in how he evaluates the cost/benefit of pursuing a given objective or killing a given player.
This would also reward player more than the current war point system does for playing AV and give a scale of ISK based on the the difficulty of destroying a vehicle taking into account the value of the vehicle's modules and the skill of the driver, rather than simply awarding a generic and often less than appreciable number of warpoints.
In addition, it would also make the hacking skill worth it, since now there is money to be made with the codebreaker and other hack speeding modules.
A bounty could even be assigned for reviving a certain player or repairing a certain vehicle or structure. In this way the entire battle experience becomes highly strategic and a market of such, your skills pay dividends, especially if you have skills few others do.
I feel this system is dynamic enough to cater to many battlefield functions and play styles while also creating a RTS that is incredibly strategic and challenging. |