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CaptBuckle
3dge of D4rkness SoulWing Alliance
10
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Posted - 2012.12.25 16:21:00 -
[1] - Quote
A quick search turned up requests for "spawn invulnerability" or of spawning you in, already facing the nearest enemy. Or of just letting you spin your view around during the last few seconds of the spawn timer.
I propose, instead, that things just be left the way they are. People can still spawn camp if they think there is a tactical reason to do so...but they get no kill total increase or WP reward if they kill the opponent within 2 seconds of the spawn. There should be no reward at all for shooting fish in a barrel. This would mean it would only be tactically advantage to camp a CRU until it is hacked. There would be no tactical advantage to camp a drop uplink, so it would be better to just destroy the uplink, like a fighting force _should_.
This could also be extended to killing revived opponents. There has already been a kill awarded for that person, once...there should be no reward for "re-killing" someone who is not yet back in the fight. (Killing the logi that hasn't checked if the zone is clear yet? Totally fair game. But no reward for re-killing.)
This also means there may be value in implementing a coup de grace as well...to prevent revival. The downside is that you need to be close to the downed enemy, aiming downward instead of at the other opponents that want you dead. So an enemy delivering a coup de grace is just as vulnerable as the logi trying to revive.
But a coup de grace still should not reward a kill. That said, a logi gets rewards for risking enemy fire, so an enemy should get _something_ for a coup de grace...but I would say no more than 10 WP...and you have to be within 2 meters.
(And apologies to French speakers if I misspelled "coup de grace".) |
CaptBuckle
3dge of D4rkness SoulWing Alliance
10
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Posted - 2012.12.25 17:03:00 -
[2] - Quote
ArMaGeDoN The Cat wrote:And then people explot it.
How do you exploit getting no kills or WP for camping a spawn or revival? What, a squad might jump in all at the same instant to "exploit" the enemies lack of WP gain? First, spawning in at the same moment is not an exploit. It's called "coordination". Second, no one is invulnerable during those two seconds. All that happens is that the enemy that is camping can't inflate their K/D ratios or earn more WP toward an orbital strike.
ArMaGeDoN The Cat wrote: A better solution would be an orbital drop on the spawning location, giving you limited control of where you want to go. I had a thread not too long ago, it had some ideas people didn't like but some of the modules could work well in the game and most of them are about the orbital drop.
Yes, I was one of those who did not like your idea. It adds a bunch of skills to a skill tree that is probably already too complex for the casual console gamer, requires a lot more isk to be spent deploying things to the battlefield, all to turn Dust into a knock off clone of whatever ArMaGeDoN's favorite shooter might be.
What I am suggesting is a very simple change to the reward system without overcomplicating or completely transforming the rest of the game. |
CaptBuckle
3dge of D4rkness SoulWing Alliance
10
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Posted - 2012.12.25 20:43:00 -
[3] - Quote
Mobius Wyvern wrote:Give it up. 80% of Planetside 2 is spawn camping and no one complains. If it irritates you that much, play Skirmish, and work with your team.
Except that spawn camping still happens in skirmish around the CRUs and drop uplinks, as well.
I don't want DUST to be Planetside 2 (or whatever game it is that ArMaGeDoN keeps going on about). I want DUST to be DUST. I also don't want to have any kind of silly invulnerability like some double dragon, side scrolling arcade B.S. My suggestion was only to push the idea that there should be no reward for killing someone that isn't yet back in the fight. I figure the spawn animation takes between half a second to a full second. That is an extra second in which a camper can get a bead on your head without you being able to do anything about it. I also think it takes about 2 seconds after spawn to spin around, see who is nearby, and try to get someone in your sights.
So again, I suggest a 2 second timer in which a spawn death will receive no reward. Also, re-killing someone immediately after a revive shouldn't inflate some campers kill total.
No honor = no reward. (But this should combine with ability to administer a coup de grace, I think.)
It doesn't mean that you can't keep a position suppressed from others spawning in while you do what's necessary to secure an objective. It means you won't get a reward for hanging out around a CRU of objective just capping anything that spawns in...so go ahead and hack the CRU and move on.
The intent is to focus the game back on good tactics rather than cheap tricks. |
CaptBuckle
3dge of D4rkness SoulWing Alliance
10
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Posted - 2012.12.25 21:13:00 -
[4] - Quote
Yup. Just re-read the thread you were talking about, and it was the same thread on which I twice commented. And I didn't see it "welcomed with open arms". Nearly everyone that commented was cautiously skeptical, at best...especially the other people that had played Section 8.
And you're talking about 12 new skills, equivalent to an "x43" count of skillpoints, 10 modules and at least 4 new dropsuits. And if those 12 skills aren't pursued, in addition to all of the other basic skills already in the game...then you're pretty much screwed. So I stand by my original position that you are talking about a bunch of added complexity just to try to make a Section 8 knockoff in the EVE universe.
Still don't like it. Would you be kind enough, ArMaGeDoN, to stop trying to twist my thread into an argument for your own? Thanks. |
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