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Experience bonus's


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I wonder if a few bonus type items can be added to deepen the experience and to allow people to play for, and accomplish different things. I have several ideas:

 

1) In order to balance play, there should be an experience bonus given to the killing tank. If that tank being killed has bonus abilities active, and should escalate if more are active than just 1. for instance, lets say I use a tank with no active bonus's and I kill a tank with no active bonus's...then I would get the standard experience points. If I then kill a guy with nitro active, I should get x2 experience, x3 if 2 are active and x4 if 3 are active. This would shift peoples attack pattern to gain the most xp, and for more lucrative targets.

 

2) I would also consider giving experience bonus's or at least battle fund bonus's to people killing the high ranking players in the game. Example top 1, 2 and 3 players in a game would garner higher experience for someone killing them than would be normal. This would give more incentive to actually seek out the king of the hill and taken them out.

 

3) There should be bonus goals which give extra crystals or experience too. 5 kills in 1 game give you a one time bonus...you could have endless goal which to base this on.

 

4) people who leave games when they start to lose should get penalized (either in crystal or experience) they should finish what they start.

 

5) people who join losing teams on team games should get bonus for doing so, even if their team loses and especially if their team gets 0 points.

 

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1) So your idea is killing a tank with power-ups on will give you more points? Although anyone playing the game will like the idea, it still shouldn't be implemented. Power-ups are a given in a game, and giving points for killing someone with power-ups on makes it look more like something that isn't natural in the game, get what I mean?

 

2) I actually like the idea of giving a player that has achieved a rank of being 1st/2nd/3rd in a scoreboard of a battle a bonus. However, what about battles that only contain 1-2 players, or 3-4 players? Would it not shift the player audience to these battles, AND abuse this "bonus?" It'd make the maps with bigger teams feel less worth it. And if this were to be only applied to battles with, lets say, 6+ players, the audience would shift towards bigger maps, etc., leaving the smaller maps less populated, etc.

 

3) A kill-streak? Eh, no thanks.

 

4) I highly disagree with this idea. You should not be dragged down by your team. If you want to leave, then leave. Have your freedom to leave. They don't HAVE to finish what they start if they don't want to in this case, because it's just a battle. People come, people go, and that's how it is.

And what about cases where people CAN'T stay due to other reasons?

 

If you want to stay, then go ahead and stay. Lose, and take the consequences for yourself, and feel good since that's what you WANTED to do. But don't make the decisions for others, for that is highly greedy/selfish of you.

 

And in my opinion, leaving a losing team (and in some cases joining the OTHER) is smarter than being dragged down.

 

5) No. They chose to join the losing team, they chose to risk it, so let them take the risk. The losing team is losing for a reason, which also supports my idea above. The losing team is losing for a reason, let it be mults, noob teammates, etc.

In my previous experiences, teams who make a comeback already do get a bigger score for making the fund go up so much, and earning so much points due to either flags or rapid kills. The winning side of a battle already takes the majority of the fund anyway, leaving the losing team not much. Not much to be considered even a "reward" in my opinion.

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