Beren Hurin wrote:My thoughts from another thread...
If you watched the CCP Eve design blog they talk about how good new game elements need to have clear goals. I have a lot of ideas for more ways to tie FW in Eve and Dust together but battle incentives are probably one of the first things...
So what would be some goals you would want for FW rewards?
Here are mine:
-Provides an increased value for those who participate over pub matches.
-Incentivizes higher skill, team play, and commitment over casual solo farming, but doesn't completely restrict casual play.
-Rewards 'role' work rather than general combat.
-Provides a kind of 'vanity/pride' content between PC and pub matches.
-Doesn't eliminate the mercenary feel central to Dust.
Another thing to keep in mind is that rewards may not have to be at the end of battle. Players could attmept to fulfill personal FW contracts listed on the marketplace, possibly tracked by the CREST system and maybr more than one at a time. They could start simple and get more complex as time went on. Beginning with something like "achieve 5 victories for Gallente in under 12 contracted battles" and get to something as complicated as "destroy 10 enemy CRUs in 5 or fewer contracted battles with the Minmatar Militia"
Example:
Contract Type: Psychological Warfare
Issuing Corp: Tribal Liberation Force
Condition for fulfillment: [25] [headshots] against [any enemy FW opponents] in [4 days] with [any weapon].
Reward: 5 Balac's Sniper Rifles, 2,500,000 isk. 1.5% standings increase with TLF.
Penalty for failure: -.1% standings
or
Contract Type: Medical Specialist
Issuing Corp: Templars Dragonaurs
Condition for fulfillment: Provide [15,000] HP worth of healing on dropsuits in 5 contracted battles with the Templars Dragonaurs.
Reward: Officer grade repair tools and officer grade repair nanohives, 750,000 isk. 1% standings increase.
Penalty for failure: none.
Basically contracts like this would mean that squads would have lots of dynamic goals that they could be attempting to achieve while in battle and goals would be personal, corporate, and not so much ideological or Eve based. The time and battle limit could mean that there would be a higher reward for forgoing the normal way of fighting.