Bonus for best player on losing team
#21
Posted November 02 2012 - 10:10 PM
Also a reward for comebacks would be awesome as well.
#22
Posted November 02 2012 - 10:32 PM
Reason I'm wondering is if it is a flat amount, then if you sprayed someone once with one bullet and picked up the assist or kill, it would feel 'undeserved' in comparison to someone who brought an enemy mech's health down by 3/4. That is why I am hoping that the xp earned is based on the amount of damage done, because that would only seem fair. Otherwise the game would promote tagging everyone with showers of bullets at the expense of focused fire (for players focusing on picking up as many kills/assists as possible rather than hurting a fully healthy mech if there are multiple target options).
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#23
Posted November 03 2012 - 01:55 PM
I play blacklight a lot, and it really sucks being the best player on the server and being the only player on your team with a positive K/D ratio or trying to cap points/flags. Since there's a win bonus for in game currency at the end it's always really tempting to want to switch to the winning team for a bit more cash flow. But, if the bonus was for top player or for the best player on the losing team it would cut down on that and just encourage you to try and carry your team a bit more instead of teamswapping.
I fully support this idea for hawken.
Edit: I don't want there to be a penalty for leaving or ragequitting, though. Especially since this is server-based drop-in drop-out, not matchmaking like in LoL or DotA where you're stuck with the team you get for the whole game.
Edited by Timber_Wolf, November 03 2012 - 01:57 PM.
#24
Posted November 03 2012 - 01:59 PM
Culex, on November 02 2012 - 10:32 PM, said:
Reason I'm wondering is if it is a flat amount, then if you sprayed someone once with one bullet and picked up the assist or kill, it would feel 'undeserved' in comparison to someone who brought an enemy mech's health down by 3/4. That is why I am hoping that the xp earned is based on the amount of damage done, because that would only seem fair. Otherwise the game would promote tagging everyone with showers of bullets at the expense of focused fire (for players focusing on picking up as many kills/assists as possible rather than hurting a fully healthy mech if there are multiple target options).
#25
Posted November 03 2012 - 03:08 PM
#26
Posted November 03 2012 - 07:30 PM
#27
Posted November 03 2012 - 09:04 PM
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#28
Posted November 04 2012 - 01:59 AM
c0mad0r, on November 03 2012 - 09:04 PM, said:
Good point. Perhaps putting a bail percentage rate up front alongside win/loss statistics, or giving players with lower bail percentage rates server queue priority might help overcome bailers and bailettes.
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