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PSU: Planetside: The Movie, with Tom Cruse as "Hamma"
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2013-06-13, 05:04 AM | [Ignore Me] #16 | ||
Sergeant Major
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Or just scale the capture reward based on enemy population in the last 5 minutes or so.
Scaling it based oon curent pop would screw over people who fought for a base ligtematly but completly pushed out the enemy before the cap hapened. Another option is an XP boost based on the % of capture points you controll. And get rid of cap XP alltogether. Last edited by MrMak; 2013-06-13 at 05:06 AM. |
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2013-06-13, 06:57 AM | [Ignore Me] #17 | |||
Master Sergeant
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Same thing with support XP in Planetside 1. If you were healing and reviving and repairing a ton you got a bonus pool of experience. |
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2013-06-13, 07:14 AM | [Ignore Me] #18 | ||
As soon as a control point is flipped, the XP earned by an attacking or defending player should be logged. Upon completion of the attack or defence, a bonus equal to the total of the XP earned during the attack or defence should be awarded to the winners; the losers get no bonus. Not a perfect solution, I know, but better than what we have now.
And I really think that the awards for capping a point should be more generous. All too often people hide away somewhere safe and snipe rather than retake "A". Edit - and those that do nothing, get nothing. Last edited by psijaka; 2013-06-13 at 08:07 AM. |
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2013-06-13, 07:29 AM | [Ignore Me] #19 | |||
Sergeant Major
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Have an XP lock once a base is attacked or defended. If it's already been defended, set it so no XP is rewarded if you attack/defend the same base again within an hour (that's an hour lock for the player. Not the base). That will encourage people to move to different areas rather then zerg the same base over and over. |
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2013-06-13, 07:38 AM | [Ignore Me] #20 | ||
Corporal
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Get a Basic exp to capture any base, outpost, whatever. Say 100exp.
Get Tactical exp (bonus exp given separately) dependent on the average ratio of enemies to friendlies in the area over the previous 30 minutes. Make sure this is given separately so people know what it means and how to get more. Get Threat exp (more bonus exp given separately) dependent on the average total number of enemy players in the area over the previous 30 minutes. Make sure this is given separately so people know what it means and how to get more. So you get these scenarios : - Cap an empty base, everybody gets 100 exp and nothing else. Yay! (You coulda shot somebody and got more, but whatever.) -Zerg a poorly defended base and cap it. Get 100 exp. Get no Tactical exp cause of overwhelming zerg. Get a bit of Threat exp cause there were a few people trying to hold out. - Overwhelm their zerg with a small squad and cap a base with Superior tactics. Get 100 exp. Get legendary Tactical exp. Get massive Threat exp. ** This same system can work the other way, for defenders, when determining the exp boost rate when defending. Last edited by Ohaunlaim; 2013-06-13 at 07:40 AM. |
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2013-06-14, 05:49 AM | [Ignore Me] #22 | ||
Sergeant Major
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Confused.
What's the problem? 1) Ghost capping has to be the least efficient way in the game to get XP. 2) If you want a fight so bad... it isn't hard to tell where the ghost cappers are... you can see them on the map. Get your friends together and go attack them. What I think I'm hearing is that people want to sit in their chosen defensible base with their organized squad/outfit and have the unwashed masses forced to attack them. |
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2013-06-14, 06:32 AM | [Ignore Me] #23 | |||||
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2013-06-14, 10:13 AM | [Ignore Me] #25 | ||
Captain
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Well there is the 20% bonus XP for everything while you are active in the alert. I'm not sure but, even though everyone gets rewarded, I thought you did get a bit more if you were active in the alert when it ended, meaning on the continent or in the proper base SOI. But I could be wrong.
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