Originally Posted by velleity
Introducing dynamic xp for kills without introducing xp scaling for low pop defenders is flawed and amounts to a nerf to defenders. Playing on a server with huge opposition zergs with an empire that gets as low as 26%, I get a 4% xp bonus and jack for playing outnumbered by 2 + to 1 on most continents other then raw kills.
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I don't see how it's a nerf for defenders. Generally attackers are the ones spawn camping so this is a nerf to the XP they could get for that kind of activity. I would agree that a better system for XP when defending is needed, and I would point out that doing this in a way that is dynamic (perhaps providing defense XP bonuses that increase as time goes on and the fight goes on, to a point) is the best way of doing it.
That said, people really like to see that big XP "paycheck" when they capture a facility. Defending a facility for a period of time could have a lump sum reward as well, but if you set any specific timer on when the reward is paid out, you run into problems such as defenders bailing out after they've received their XP.
It's a difficult situation. You need to make the carrot for defense appealing, but if defenders don't feel like they'll ever get the carrot, they'll give up, and if you give them the carrot, they'll probably go back to attacking something.
Defense needs to have a tangible reward (XP bonuses to kills are borderline), but it also needs to keep defenders committed.