Healing / welding should get points
nakedguy
Join Date: 2012-10-30 Member: 164729Members
Tpoic title says it all. I think when you heal as a gorge or weld as a marine, structures or players, you should get awarded some points. Of course points don't mean anything. I just think it would reflect teamplay and cooperation a little better. What do you guys think?
Comments
This is a much better system. From this you can add exceptions like parasite giving 1 point despite doing only 10 damage.
This is a much better system. From this you can add exceptions like parasite giving 1 point despite doing only 10 damage.<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree 100%.
On top of that I think the Kills and Deaths of players should not be displayed.
As a good K/D ratio suggests being a good player, I think it gives the wrong incentives (especially) to (new) players:
- It lets you become a coward. There are many situations where you are very likely to die but still ahve to go for it... rushing a room full with marines as skulks, rushing a well defended hive as marines, chasing a badly hurt onos into enemy territory and so on...
- It puts too much emphasis on shooting/biting things that are likely to go down easy (the good old cyst problem) compared to thinks that might be far more useful for your team (like getting the freaking power node up, healing, welding etc)
- It leads whole marine teams to buying exo and rambo in groups of 2 or 3 because the think "I might not get welded but all the Aliens are distracted anyways and I can get a ######load of kills from lonely aliens". It also discourages ppl to be a welder boy in an exo train compared to just buy a exo for themselves
I really think a system where you get 1 point per 1000 or 500 dmg dealt as well as built, healed and welded puts more emphasis on the teamplay aspect of the game. You could still give additional points for killing an Lerk/Fade/Onos/Exo/JP to reward players for attacking high risk targets/hunting hurt enemies down.
On top of that I think the Kills and Deaths of players should not be displayed.
As a good K/D ratio suggests being a good player, I think it gives the wrong incentives (especially) to (new) players:
- It lets you become a coward. There are many situations where you are very likely to die but still ahve to go for it... rushing a room full with marines as skulks, rushing a well defended hive as marines, chasing a badly hurt onos into enemy territory and so on...
- It puts too much emphasis on shooting/biting things that are likely to go down easy (the good old cyst problem) compared to thinks that might be far more useful for your team (like getting the freaking power node up, healing, welding etc)
- It leads whole marine teams to buying exo and rambo in groups of 2 or 3 because the think "I might not get welded but all the Aliens are distracted anyways and I can get a ######load of kills from lonely aliens". It also discourages ppl to be a welder boy in an exo train compared to just buy a exo for themselves
I really think a system where you get 1 point per 1000 or 500 dmg dealt as well as built, healed and welded puts more emphasis on the teamplay aspect of the game. You could still give additional points for killing an Lerk/Fade/Onos/Exo/JP to reward players for attacking high risk targets/hunting hurt enemies down.<!--QuoteEnd--></div><!--QuoteEEnd-->
K:D ratios are essential for commanders. It allows them to allocate meds and ammo to those who would most likely return the investment, rather than wasting it on some noob who can't aim and dies all the time.
I had a very recent example of this actually where 1 player consistently mopped up the alien team as he had amazing aim but required the odd med pack and ammo which I was more than happy to hand over. Normally if I find a player by themselves with little health I don't bother wasting the res.
I don't see the two systems proposed being mutually exclusive to be honest.
I'm all for something like assist point as it helps the whole team.
I don't see the two systems proposed being mutually exclusive to be honest.
I'm all for something like assist point as it helps the whole team.<!--QuoteEnd--></div><!--QuoteEEnd-->
I have nothing against the assist points, I was just responding to the removal of the K:D ratio.
You get the most points for taking out structures, which is most of what you should be doing anyway.
(Also, you do get points as Gorge for helping to build structures. I think you get the same as Marines for constructing things, but since I hardly ever play Marines I'm no expert. Welding and Healing players might not give you a score boost, but the person you're enabling knows you helped them a lot.)
You get the most points for taking out structures, which is most of what you should be doing anyway.
(Also, you do get points as Gorge for helping to build structures. I think you get the same as Marines for constructing things, but since I hardly ever play Marines I'm no expert. Welding and Healing players might not give you a score boost, but the person you're enabling knows you helped them a lot.)<!--QuoteEnd--></div><!--QuoteEEnd-->
Honestly, I am an advocate for score as it tells the newer players that they just did something they were supposed to do. 20 POINTS FOR KILLING THAT FADE? HELL YEAH BETTER SHOOT MORE FADES! 15 for killing an extractor? Better jump on the RT biting band wagon. Score has its place and in my mind its to help teach the newer players what activities are beneficial to their team. Score may not incentivize one person but to others they see those dumb shiny numbers and want to see more. In this case that is not a bad thing given the learning curve.
Definitely a low priority though; the studio has other more pressing issues to address right now.
This is something the commander should be doing. In a game where one player has complete power over the RTS element, you don't need an arbitrary score system that doesn't accurately reflect the goals you should have at any one point in a round. There are over-all goals that score can (and already does) reinforce, but there is no denying that welding that power node while you're being overwhelmed by three skulks biting your heels is not a good idea.
If a new player doesn't know that they should kill the other team, for instance, the server could make good use of a votekick mod instead of a revamped score system. This is why I call the score system arbitrary, in any situation the score given for a particular action has no relevance to what the player <i>should</i> be doing that very moment. It's just a flat rate for helping to build something, even if building that structure <i>is the most important thing in the round</i> at a particular given moment.
Only a human, who has a strategy, can accurately guage what their team should be doing. The score system can never reflect that in such a dynamic environment.
Does this mean I think UWE shouldn't waste their time on this issue? No, not necessarily. But it's such a low priority that it could wait years before being looked at.