teamwork incentives

Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
I'd like to see incentives given to players who work together with their teammates. At the very least, these incentives could be enabled by the server. It would be helpful to indicate (via a special sound and/or visual cue) when the player receives an incentive, to help encourage them to take advantage of the incentive in the future - this could be turned off in the same way as tooltips. Also, encouraging teamplay is more effective if done by the game then by loud commanders.

For the purposes of this discussion, a "teammate" is a player on the same team who is within a certain distance from the player.

<b>Res bonus incentive</b>
If a player is with one or more teammates, the player that makes the kill will get the normal award + x% bonus res per kill, and the teammates will each get x% as well. For example, assume a 25% bonus and with 4 res for making a kill. If the player had two teammates with them, then that player would get 5 res (4+*1.25), and each of the teammates would get 1 res (4*.25), for a total of 6 res given for the kill.

<b>Fast spawn incentive</b>
If a player dies in the field with teammates present, the amount of time before they respawn would be cut down. For example, based on the number of teammates, respawn time would be reduced by a percentage; 1: 10%, 2: 20%, 3+: 30%

<b>Build time incentive</b>
If building/welding structures, the number of players building could exponentially decrease the time it takes to build the structure.

<b>Rambo kill incentive</b>
This is a reverse incentive. Killing a rambo would give the killer increasing bonus percent each time the rambo is killed. For example, the bonus could increase by 25% each time, up to 100% bonus for the 5th (and more) time the rambo is killed.

Possible incentive modifications (could be applied to any/all incentives as applicable):
- The number of teammates counted could be limited, e.g. to the closest 3 teammates
- If teammates died within 5-10 seconds, they could still be counted as part of the incentive.
- Incentive would not be given at a finished hive or command chair

P.S. I am not saying that rambos should be abolished from NS. A good rambo is worth quite a bit. However, a team of rambos does not a team make.

Comments

  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    A good group is already powerful as it gets. I'd first try to help the teamwork by good communications and such before even further boosting the actual power and potential of the group.
  • ThaTha Join Date: 2009-06-05 Member: 67694Members
    I know what would be great is if a lot of marines were together there would be a nice buff for being in a group, but being solo to represent your marines fear may make you make noises so aliens can hear you and target you, or even decrease your aim. while aliens may have a buff where they would simply gain more damage resistance while being in a certain radius with each other.
  • afratnikovafratnikov Join Date: 2003-08-05 Member: 18931Members
    There will be a robust squad system in NS2 and phasegates will be removed
    Source: twitter post: "Discussed 3D "printing" technology in the NS universe and squad spawning - you can +use the infantry portal to rejoin your squad." and "Charlie finished basic squad spawning. You can +use the infantry portal to spawn near the last squad you were in."

    Incentive 1:
    So, players will tend to start in groups. Plus, members of the group would be interested in keeping members alive or if the whole squad is wiped they'd have to start in the beginning...

    Incentive 2:
    Commanders will have many more spells - buffs and debuffs. If the spells are area-based, then the comm would choose to buff groups of marines instead of a single rambo. Therefore, rambos will be unbuffed while groups of marines would get bonuses. Buffing one marine would cost the same as buffing 3 or 5.

    Attaching resource benefits to groups would not be helpful. Incentives should be immediate, or to put it in an extreme fashion: when in group, you succeed, when alone you fail.
  • UnderwhelmedUnderwhelmed DemoDetective #?&#33; Join Date: 2006-09-19 Member: 58026Members, Constellation
    It's already more advantageous to travel in a group than alone, I see no reason to tilt the balance towards groups even more. It's annoying that the current trend of "teamplay" in games seems to be just slapping a group together and attacking en masse instead of something a little more refined like division of tasks, coordinating attacks from multiple directions, etc.
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