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rewarding the living
Posted: 2007-06-14 13:30
by 101 bassdrive
Ive played 0.6 a bit now and it seriously rocks.
the thing is though, dying is still bit of an issue imo.
you DEVs have tried to make it painfull to die with longer spawntimes, spawnpenalties for killing/dying as civilian etc..
making us look longer and more often at the yellow letters.
but why only solve this by punishing?
since punishing isnt really that constructive..
why not reward people who stay alive?
1 life ingame stands for 1 soldier. you want to keep him alive. the longer you stay alive and the more enemies you take out the more experienced your soldier gets, he becomes a veteran.
Id love to see some appreciation for this.
like you kill enough enemies, or you stay alive and stick with your squad long enough your aim improves ( less recoil), your sprintmeter refills faster and you can might take 1 more hit than usual.
think of R- Type.. you get gun boost up after boost up for staying alive. and then you dont wanna lose them.. you get cautious.
might just one of my silly ideas^^
Posted: 2007-06-14 13:38
by El_Vikingo
Isn't there already points for staying alive?
Posted: 2007-06-14 13:55
by Aljen
Interesting idea.
I am not sure if it is possible to dynamically change recoil/deviance ingame.
Maybe such veteran status (which would depend on time, number of killed enemies, hit/miss ratio etc) can be connected with availability of some limited kits - like sniper kit.
Posted: 2007-06-14 14:05
by 101 bassdrive
dunno bout the points.. arent the points even a factor which cause you to storm the enemy location, grab 2-3 kills then lean back and watch the spawncountdown? since you traded 1 life for 2-3 kills which equal like 20 points.
your improved abilities though would make you wanna stay defensive, wait and pick em out when the time is right. you dont wanna give up your advantages in a mad rush.
Posted: 2007-06-14 15:18
by BlackwaterEddie
Great idea, now i can just go rifleman and shoot people with impunity, but now i get rewarded for being a score whoring *****!, w00t!
Posted: 2007-06-14 15:23
by Swe_Olsson
if you go for better aiming the more u play, well then we come back to Vanilla style just different ? yes ?
Posted: 2007-06-14 15:37
by PhiR
Messing with deviations and recoil sounds weird (and possibly not doable).
Here's another suggestion: remove X second(s) of spawn time when you kill someone. If you have a good KDR ratio (therefore contributing to get the other team's tickets down to 0 before yours) then you should be rewarded. Points are not a good reward because most people play to have fun. And looking at a countdown to spawn isn't fun. This will encourage cautious advances as opposed to the current vanilla-like rushes in city maps.
Posted: 2007-06-14 15:51
by daranz
As much as I prefer rewarding people for doing something right instead of punishing them for doing something wrong in games, I really do not believe that making people who are doing good more powerful is a good idea in any game. If you give players who are better (let's assume that's why they stay alive) better aim, and more sprint, they are going to be even MORE powerful on the battlefield. In any game where such systems are implemented, as the round progresses, the gap between the winning and the losing team widens, as the winning team gets better and better, therefore making it that much harder for the losing team to make a comeback. That's really a pet peeve of my when it comes to game design.
Posted: 2007-06-14 15:52
by Blackhawk 5
YOu just lack the tactic and skill

Posted: 2007-06-14 17:37
by ryan d ale
Please don't turn this game into having Role Playing Game mechanics!
Posted: 2007-06-14 19:32
by mammikoura
not a bad idea. Seriously my #1 problem with pr is currently (and has always been) that people don't really care if they die.
Though I still think we also need more punishing, but some kind of a system to reward those who stay alive would be great.
And guys, please don't put any of those "for the reward he should also have a good k/d ratio and lots of points" etc stuff, this thread is about getting people to stay alive, not about kills and points.
Posted: 2007-06-14 19:49
by Outlawz7
Well, I got Meritorious Unit Ribbon award for going MIA on Jabal and watching the MEC reinforcements going for West Beach on iGi's this evening...lol
Posted: 2007-06-14 19:52
by Wasteland
I'm not so sure about this. I worry that this would breed a bunch of stat-padding whoring. Maybe instead just up the spawn-time to 2 minutes + number deaths, and then double the distance a rally point can be put next to a flag (for non-city maps).
That would make me happy.
Posted: 2007-06-14 19:54
by oS2007
So make the only benefit a small, decrease in spawn time, over a set number of kills. Make it logarithmic so that no one can spawn in less than 20 seconds, and only those even near that would be the best players.
Then, should they be killed a set number of times after that first death, reset this system back to the default and they start again. Everybody gets capped sometime in this game.
EDIT: A teamkiller would be completely exempt from this for the remainder of his current life, which would make this system not a reason to teamkill for that plane, heli, LMG, etc.
Posted: 2007-06-14 20:07
by motherdear
first of all "hardcoded" and secondly it's a very bad idea since you don't play this game for points and if you do then you have gotten the wrong impression of the game, it's a reality mod and veterans don't necesarily have a better aim or better sprint. veterans would also destroy the way people play this game.
Posted: 2007-06-14 20:39
by 3===SPECTER===3
If any rewards are going to be put ingame, dont make it for getting kills, but make it for healing(includes patchs that everyone gets) and distributing ammo. And dont make the rewards points because then the game wont be played for fun.
Posted: 2007-06-14 20:43
by VipersGhost
I like the idea of rewarding those who don't die as much. Its not good to reward kills only as this promotes the run-n-gun mentality. I say promote the Kill/Death ratio and you'll a little more realistic actions by players.
Posted: 2007-06-14 21:26
by 101 bassdrive
we all favour realism but still we just run out there and die cause those 20 seconds of spraynpray before the death contribute so very much to the team. atleast thats how I do it, and my team wins all the time hrhr.
Id say PhiR and oS2007 ideas are even better, much easier to execute.
+ remove the spawntimer/kitrequesttimer when youve been TK.
and hell yeah make the respawntimer go up very(VERY) much if you TK and been punished.
Posted: 2007-06-14 21:28
by [LTC] Gunther.S [4SFG]
Maybe this is a good idea. Imagine, when you're a new soldier and you're being shot at. You get all scared and get blurry vision very easy. But as you progress and gain experience, you become fearless and certain things dont bother you anymore.
I think that will add fear in dying. In fact, thinking about it rite now. I dont want to die when I have a guy who is already experienced. You're actually loosing something instead of a ticket.
Posted: 2007-06-14 21:33
by 101 bassdrive
exactly gunther!
