Res for Kills (New method)
PsympleJester
Join Date: 2008-04-06 Member: 64024Members
<div class="IPBDescription">Opinions just on suggested idea.</div>Firstly sorry for making another topic but I mentioned it in one of the last and it got "overlooked", just wanted
to see peoples opinions on my idea.
I am proposing a version of Res for Kills based on the flaws of the old system.
I think the main problems with Res for kills were:
A - Snowballing
B - Spawn camping/grinding early lifeforms for res
C - Lesser skilled players feeding the opposing team
With this in mind my changed version works like this:
Players whom do the most damage to destroy structures and players get 10% of the structures/lifeforms cost back
as RFK. (Perhaps the % might need to be altered...)
This fixes the problems I have listed as less experienced players will mostly be dying as Skulk and LMG marine
and thus will be providing no RFK for their deaths. It encourages the destruction of structures as well as players
and also rewards people for killing larger lifeforms/exos significantly.
Here is an example of RFK you would get for doing things if this was to be implemented:
RT/Armoury = 1 RFK
Shotgun Marine = 2 RFK
Lerk = 3 RFK
Crag Shell = 3 RFK
Jetpack GL Marine = 3.5 RFK
Hive/Protolab = 4 RFK
Fade/Exo = 5 RFK
Onos/Duel Exo = 7.5 RFK
Opinions?
to see peoples opinions on my idea.
I am proposing a version of Res for Kills based on the flaws of the old system.
I think the main problems with Res for kills were:
A - Snowballing
B - Spawn camping/grinding early lifeforms for res
C - Lesser skilled players feeding the opposing team
With this in mind my changed version works like this:
Players whom do the most damage to destroy structures and players get 10% of the structures/lifeforms cost back
as RFK. (Perhaps the % might need to be altered...)
This fixes the problems I have listed as less experienced players will mostly be dying as Skulk and LMG marine
and thus will be providing no RFK for their deaths. It encourages the destruction of structures as well as players
and also rewards people for killing larger lifeforms/exos significantly.
Here is an example of RFK you would get for doing things if this was to be implemented:
RT/Armoury = 1 RFK
Shotgun Marine = 2 RFK
Lerk = 3 RFK
Crag Shell = 3 RFK
Jetpack GL Marine = 3.5 RFK
Hive/Protolab = 4 RFK
Fade/Exo = 5 RFK
Onos/Duel Exo = 7.5 RFK
Opinions?
Comments
Obviously the RFK should be given to whom ever did the most damage. I did intend to add this to my suggestion but I seem to have missed it out! :)
No Res for Kill, No Res for NoDeath, No Res for Being on the Ceiling, No Res for using VOIP, No Res for wearing a grey sweater...
Just res for having working RTs. Perfectly fair, no snowballing, no rewards, no feeding, no rage, no handouts.
:-)
No Res for Kill, No Res for NoDeath, No Res for Being on the Ceiling, No Res for using VOIP, No Res for wearing a grey sweater...
Just res for having working RTs. Perfectly fair, no snowballing, no rewards, no feeding, no rage, no handouts.
:-)<!--QuoteEnd--></div><!--QuoteEEnd-->
Devs - "We need to break up the upgrade explosion"
Unfortunately, your suggestion wouldn't accomplish that. Lets face it, 99% of all res gained by this mechanic would be from killing players, not structures, and if you are killing fades, the time of tech explosion has already come and gone.
On the one hand, almost all RFK systems suggested, even the variants, are too closely related to the original system to address all the problems that the original had. RFK, as it currently stands, seems like a bad idea through and through. On the other hand, the idea of equal res flow for all doesn't sit well with me. Its not even necessarily to do with individual player's contributions, it has more to do with seeing 80% of the team always having the exact same amount of res up to and past the 8-10 minute mark. It just makes for predictable and boring outcomes.
On the one hand, almost all RFK systems suggested, even the variants, are too closely related to the original system to address all the problems that the original had. RFK, as it currently stands, seems like a bad idea through and through. On the other hand, the idea of equal res flow for all doesn't sit well with me. Its not even necessarily to do with individual player's contributions, it has more to do with seeing 80% of the team always having the exact same amount of res up to and past the 8-10 minute mark. It just makes for predictable and boring outcomes.<!--QuoteEnd--></div><!--QuoteEEnd-->
Not really...
Most of the RFK would come from killing shotguns.
After all each time you killed the marine carrying the shotgun another would pick it up
allowing you to RFK the shotgun marine once again.
This would make weapon drops a double edged sword for marines.