Res For Teamwork

Ryo-OhkiRyo-Ohki Join Date: 2009-03-26 Member: 66917Members
<div class="IPBDescription">Expanding on Res For Kills</div>Res For Kills. It's a divisive issue in the community. Some hate it. Some love it. Some couldn't really care either way. Me, I don't like it, but if it's going to be in the game (and the devs are keen on it) then I suggest that we expand upon the concept. One thing that I don't like about RFK is that it does not encourage teamwork. Why sit around and build something or chomp on a resource harvester/power node if you could be gaining juicy res from killing players. Well then, lets reward team players.

NS2 already gives out points to players for teamwork actions: killing structures, constructing buildings etc. So why not give them some res too? The amount can always be tweaked, but I feel that sitting there for a minute chomping down a power node should reward more res than killing someone. Start with the same RFK model that is in place and go from there.

Thoughts?

Comments

  • CursedCursed Join Date: 2007-04-14 Member: 60632Members
    edited June 2011
    <!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->Nuked. This kind of behavior is just childish.

    -Digz<!--colorc--></span><!--/colorc-->
  • Taxen0Taxen0 Join Date: 2010-07-30 Member: 73357Members
    edited June 2011
    I like this idea! and once the building is destroyed you should be awarded res based on the damage you did, not everything to the guy who got the last hit. the same should apply to kills.

    Or maybe share the kill res evenly in the squad for marines (once squads are proberly introduced) and personal damage done for aliens.

    Edit: healing/building should also award some Res, but maybe there need to be a system in place to avaid abuse.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited June 2011
    I don't like the idea of spontaneous generation of resources from doing menial work, which is what res for teamwork essentially is. It's not the same for res for kill, because you're dealing damage to the other team. Call it "harvesting".

    I would prefer to just "share the kill" - not that it addresses much, really. Just means that more than one person gets credit, literally, for the kill. RFK is so little that it's not really practical anyway, unless we bring in decimals.

    Personally though, I think there should be no personal RFK, only team RFK. Then switch medpacks, ammo, MACs and ARCs to team res.
    This way:
    + The availability of life-forms/equipment will depend only on those res towers, so you better defend and capture.
    + RFK is going to the same place that you're getting your med and ammo from.
    + Less of a slippery slope since "good" players can't always afford good stuff just because they're doing all the killing. Basically, as an example, less early / easy / common fades.
    + Lives for both sides are more precious*.
    * Of course, they'd be even more precious if you gave a penalty for death, but then you end up with that slippery slope again.
    Problems I can think of:
    - Less hydra spam, more sentry spam.
    - Much less for the alien "team" to spend res on so they don't benefit as much from team RFK. In NS1, the most significant expense for the alien "team" was life-forms, but in NS2 these are purchased with personal resources.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    edited June 2011
    <!--quoteo(post=1853840:date=Jun 17 2011, 12:17 PM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Jun 17 2011, 12:17 PM) <a href="index.php?act=findpost&pid=1853840"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't like the idea of spontaneous generation of resources from doing menial work, which is what res for teamwork essentially is. It's not the same for res for kill, because you're dealing damage to the other team.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I agree with this. In general the res income should be related either to the enemy or map if you ask me, those are things that have clear dynamics between the teams. Meanwhile things like building are something you opponent can't try to scout, prevent or predict properly.

    In general I'd like to see score being the reward. I can somewhat portray the usefulness of the player to the team without doing it directly through the K:D and frags. As long the score has no direct way to alter the game events, it can be adjusted quite liberally to recognize the teamwork without compromising the gameplay.

    Also, often it's quite tricky to even recognize the actual teamworker. Teamwork is about doing the right thing, not so much about doing a specific thing each and every time. Often it's really quiet job that allows the other players to frag, build or do some other more visible and noticeable action. I can see the carrot being beneficial for getting people to do the generally right thing, but I don't think it directly encourages people to think for the team. For example if you reward building things, people will build eagerly instead of considering when and how you need to cover and so on.
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    I'll agree that any "kill" should award resources, including a Power Node kill. I'll even go so far as to agree that it should award more resources than a player kill in most cases. It also makes sense that the reward should scale with the entities point value.

    At 30% of the Point Value, RFK would look something like this:
    <ul><li>0 - 9 Points (~1 - 3 Res) - Marine, MAC, Drifter, Egg, Skulk, Gorge, Hydra</li><li>10-19 Points (~3 - 6 Res) - Exo, Armory, Obs, PG, IP, PowerPack, Extractor, Harvester, Sentry, PowerPoint, Lerk, Crag, Whip, Shift, Shade</li><li>20-40 Points (~6 - 12 Res) - CC, AdvArmory, RoboFact, ProtoLab, ArmsLab, ARC, Hive, Fade, Onos</li></ul>

    (Note: These aren't brackets for a random res award, but just an easier way to arrange all of the like structures.

    Alternatively, awarding T.Res for kills for Marines and moving support items back to T.Res sounds like a great way to link the Commander and Ground Units. Ground unit performance is awarded with more potential med/ammo drops.
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    For what are RT's then?
    Common even now with 1 RT I'am happy I don't need more. Even now! RTs are getting useless now!
    My problem with RFK/RFD is that are 2 resources, that makes whole Ressource system really complex!
    With each new Building/Upgrade comming in the next Builds the Resssystem has to be rebalanced, because more Res can/must be spend to the new Upgrades/Buildings.
    For example:

    Whip has : 10 Upgrade that can be bought maybe 11 soon
    Crag has : 8 that soon can be bought

    So if Shift/Shade also have around 6 Upgrades and Pustules maybe 2.

    Marines wil get a total of what we know and can see: 8 Upgrades
    And Aliens: 33

    That is also something we have to be aware now when we think about newer/better Resssystems!
  • l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
    I don't like either one of these systems. It leads to slipper slope problems and makes the resource model unstable and unpredictable, impossible to balance because it is influenced by player skill, and strongly encourages self-serving and individualistic game play. It is a horrible system for a game that is marketed as a team based, strategy shooter. On top of that, it doesn't make to much sense either.

    With that being said, I understand the developers reason behind it. It is always good game design to reward players for playing the game well and achieving things. In this case, the developers reward players by giving them resources. However based on what I said above, this isn't the proper type of reward system for this game. They need to be more creative and give passive rewards that don't cause long term slippery slope problems and work against the very concept of the game. Things like, if you get a kill you get a small adrenaline boost that restores health or maybe allows you to reload quicker or maybe ups your movement speed for a few moments. Small game mechanics like this reward players while not causing the huge problems res for kills does, team and personal.

    It was a bad system in NS1, and it is a bad system in NS2. The people who want to keep it are hardcore players which benefit from it the most and cause the biggest balance problems in pub games. Of course, I would want a system that allows me to roll a server.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited June 2011
    <!--quoteo(post=1855030:date=Jun 22 2011, 01:25 AM:name=Floodinator)--><div class='quotetop'>QUOTE (Floodinator @ Jun 22 2011, 01:25 AM) <a href="index.php?act=findpost&pid=1855030"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->For what are RT's then?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Exactly.
    But if individual people don't get PRFK (personal res for kill), then the RT's become much, much more important - to them and to the team as a whole.
    With TRFK (team res for kill), then the availability of your support depends on your own ground performance. You're also not going to care as much from not getting the kill because you're not losing potential credit that you can spend on yourself.
    Team res from res towers, given the current situation with abundance, may need to decrease though, or else team res costs should go up.

    <!--quoteo(post=1855036:date=Jun 22 2011, 01:48 AM:name=l3lessed)--><div class='quotetop'>QUOTE (l3lessed @ Jun 22 2011, 01:48 AM) <a href="index.php?act=findpost&pid=1855036"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't like either one of these systems.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Which systems?
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