
Severus Smith
ZionTCD Legacy Rising
163
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Posted - 2013.02.05 19:58:00 -
[1] - Quote
So there's a lot of topics popping up about correcting matchmaking, balancing weapons, and ending the new player slaughter and making fights more fun. I suggested this months ago, and am bringing it back up because I think it is a good solution - with a few changes.
Each contract should have a level similar to EVE missions. So, when you open up Instant Battle you pick which level contract you want. The higher the contract level, the higher the payout. Also, similar to EVE missions there are restrictions to what you can bring to that battle. This would be based on the combined meta level (ML) of all items for your fit. You can fit up to this limit, but not exceed it. IE, something like this:
Level 0 Contract - Max ML of 0 (Militia Only) Level 1 Contract - Max ML of 10 Level 2 Contract - Max ML of 25 Level 3 Contract - Max ML of 45 Level 4 Contract - No restrictions
So for a Level 1 Contract you can have five standard items (ML 2) or a Proto suit (ML 6), an Advanced weapon (ML 4) and the rest militia (ML 0).
This will ensure that:
- New players / broke veterans have a place to recoup money / get experience (Level 0 Contracts) - Weapons could be far more powerful (Say Proto 2x times better than Militia) without it breaking everything since advanced gear can't be fielded in lower level contracts. - Matches are more balanced. - That more advanced gear / vehicles are used in the brackets they should be. - Skill points provide more of an advantage. - Newer players aren't always out-geared by veterans. - That there is a clear incentive for progression to higher level contracts (you'll want to use all that awesome gear you unlock).
This is similar to how (In EVE) missions have ship restrictions on them. You can't take a Battleship to go run Level 1 missions (meant for a small Frigate). At the same time, you wouldn't bring a Frigate to go do level 4 missions that require a Battleship. The Contract issuer would put these restrictions on to limit collateral damage, to ensure faction navies don't get annoyed with Prototype gear running rampant through their space, or to help keep contract costs down. |