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2012-06-26, 01:15 AM | [Ignore Me] #16 | |||
Master Sergeant
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2012-06-26, 01:22 AM | [Ignore Me] #17 | |||
Major
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My thought was the individual bounty system made it harder for individual players to steamroll others; whether it's the enemy in kills or their own teammates. It lets the regular grunts do their thing, but ups the skill cap for the really good players without screwing either over. EDIT: Not too dump on the idea. I like when people come up with innovative ideas. It's exactly what we need. Last edited by Ratstomper; 2012-06-26 at 01:24 AM. |
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2012-06-26, 01:45 AM | [Ignore Me] #18 | |||
Master Sergeant
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2012-06-26, 06:04 PM | [Ignore Me] #19 | |||
Major
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There's also no reason why someone who is very skilled at multiple classes couldn't just play well with one class until a bounty starts, then just switch to a different class and play at the same level of effectiveness. Essentially, leaving everyone else who might be playing the first class holding the bag. With individual bounties, they cant get out of it by easy means and they don't make it any more easy or difficult for others on their empire because of how they're doing. Class based bounties, I feel, are like grading on a curve. It's not exactly fair to everyone else. Last edited by Ratstomper; 2012-06-26 at 06:07 PM. |
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2012-06-26, 09:53 PM | [Ignore Me] #20 | ||
Master Sergeant
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I see what you're saying, I truly do, but there's more ways to get noticed than just K/D ratio and being a great fps'er. I don't even know if LA's will still be able to drop ammo or anything, but there was still that role of support they played. And I'm actually not very fond of the idea of a class or a person opening up bounty based on kills, sometimes the assist is more valuable than the kill itself. I actually think that for the assaults and the MAX units, they should only be able to open up bounties based on damage dealt. Everyone is contributing in that regard and I don't foresee a bounty mechanic lasting longer than a few minutes.
As far as people swapping classes after a bounty is open, the people who was part of the class when the bounty opened should still receive some incentive to play, I agree, an award, small xp boost, resource bonus, etc., but you can only collect at the end. With so many people proposed to be in game, I really think it might only last a minute or two at the most, which in game terms can be a lifetime. Or a half a dozen respawns :P The individual bounty is a fine idea if there was a more right and proper way to brand someone a badass than just a large kill streak. I mean, the way I see it, the sniper/commando infiltrators are going to be the patient ones, waiting an hour before they get a killstreak high enough, but the MAX units with proper support are going to be racking up kills left and right just on base defense alone. I think it would feel unfair for medics and engineers who we'll all probably want to have their support guns out 80% of the time anyway. If you're still adamant on individual bounties, then I think there should only be one bounty every so often per faction, goes by exp gain or capture points or damage dealt or something or something not entirely focused on K/D, and the bounty timer can't be too long. I can understand that you want the person to have a tough time escaping the bounty, but if they know they're not a particularly good player and only got there by luck, they're definitely not going to want to stay in the fight anymore anyway, and chilling back at a friendly base isn't how I'd want to see someone spend their fifteen or more minutes because of stats flukes and their lack of confidence in their ability. Different kinds of individual bounties might be best. Perhaps for those killstreak junkies they'd have to get a thirty to fifty killstreak going before they open up one for themselves, capture six or eight points by yourself in one life maybe earns you another one, resupply 50,000 rounds of ammo earns you one, heal 10,000 hp, so on so forth. But make them short timers, no longer than five minutes, and give them an incentive to stay in the fight with rewards. |
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2012-06-26, 11:42 PM | [Ignore Me] #21 | |||
Major
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It's like a couple engineers keeping the enemy armor rolling and your own faction making them a target of opportunity. Both sides should get bonus XP for either continuing to do well or conversely stopping the enemy from performing some critical service. My thought for the killstreaks was the only way to get out of it would be to either die or not make any kills for a set amount of time (a few minutes). I suppose the same could work for whatever service the class offers. Engineers and medics could also be viable for killstreak bounties, but also for healing or repairing large amounts of health/armor and dying or going a few minutes without performing those functions would reset the bounty mode. Last edited by Ratstomper; 2012-06-26 at 11:44 PM. |
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2012-06-27, 12:14 AM | [Ignore Me] #24 | ||
Private
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This seems to be a way of penalizing people for doing well. :/ I don't like it. Maybe if you get extra xp for killing / assisting the kill of someone who was doing extremely well, but there was no announcement. It was just like; "OH, I just got the guy who was kicking our rears! Sweet!" and not like "$@*!, #$%#, I was really on a roll there, now the entire map is zerging in my direction.. -_-"
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2012-06-27, 12:25 AM | [Ignore Me] #25 | |||
Major
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It's just something to raise the skill cap for the good players and give them bragging rights for being able to survive being hunted and it gives the average players bonuses for finding and killing the guys who are causing the most damage. Last edited by Ratstomper; 2012-06-27 at 12:27 AM. |
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2012-06-27, 12:35 AM | [Ignore Me] #26 | ||
Corporal
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i think including a picture is a good idea (there will be lots of appearance variations in PS2) as well as a note about what class or vehicle they were last seen in and their general area.
[Insert Picture here] "This player was last seen in a MAX suit within .5km of so-and-so amp station" or [Insert picture here] "This player was last seen in a Vanguard within .5km of blahblah biolab" |
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2012-06-27, 12:35 AM | [Ignore Me] #27 | |||
Master Sergeant
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2012-06-27, 12:38 AM | [Ignore Me] #28 | ||
Private
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The thing is unless you are fairly clearly broadcasting the location of the player who is doing so well, you aren't appreciably raising the skill level. And with a game this size there could potentially be 100+ enemies in "your" hex.
As far as bragging rights go, I can see where that would be cool, however this game will already be keeping really close tabs on all sorts of stats. I am sure the "elite" players will be bragging about those. |
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2012-06-27, 12:39 AM | [Ignore Me] #29 | ||
Corporal
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If im not mistaken this was already a thing in PS1 as far as giving extra EXP for killing someone who was alive for a long time. Thats why you get like 5 EXP for someone who had just spawned and 150 EXP for a person who had been alive for awhile (these are just approximations btw) But this idea makes it better imo ...as long as there's no indicator showing where u are or something, that's overkill
edit: im referring to an icon automatically appearing where the player is. Im not referring to spotting Last edited by Dacrim; 2012-06-27 at 12:43 AM. |
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