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Significant increase of funds when a player with a high K/D is killed


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How? Worse than thunder/isida? Worse than splash damage/isida? Worse than f/w?

Or same as capping flag or killing flag holder on island map?

One example:

 

Fire and Wasp players can get together in a DM and decide for one Wasp to kill everyone, after doing that one of the respawned Wasp kills the first Wasp and maybe the remaining Wasps so now he can be on top, then a third Wasp does the same, I'm not sure this could be done, but people will find a way to get more crystals per kills.

 

Another example:

 

You and your friends meet in a team battle, you kill their mults and your friends kill you and your mults.

 

The other issue could be with CP, CTF and TDM. People will be looking for the high K/D and not focus on the battle.

 

The idea is interesting, but it will be hard to make it perfect, balanced and hard to be abused. Although one balance could be to also decrease funds for killing low K/Ders, and 0 K/Ders (mults)

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That is how it is now or that is how you want it to be?

 

So far as I know  only the dead tank's rank affect the Cry added to the fund. Why should that be changed?

If you kill a player with a low k/d in a DM, you get less score (not 10 xp but less), and the points are mnultiplied with a factor that depends on the rank (there comes your "depends only on the rank" from).

If you get less points for the kill, your action earns less crystals to the fund.

On the other hand, you never get more then 10xp if you kill a hard target.

This is, how it works now already.

 

The principle proposed by this idea could balance it out; while of course the amount has to be balanced carefully (therefore I proposed the dev's decide on how much to give)

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If you kill a player with a low k/d in a DM, you get less score (not 10 xp but less), and the points are mnultiplied with a factor that depends on the rank (there comes your "depends only on the rank" from).

If you get less points for the kill, your action earns less crystals to the fund.

On the other hand, you never get more then 10xp if you kill a hard target.

This is, how it works now already.

 

The principle proposed by this idea could balance it out; while of course the amount has to be balanced carefully (therefore I proposed the dev's decide on how much to give)

Xp and battle point can go down to 7 instead of 10. So basically the easier the target the lower the reward. The idea from Pedro, is to include the opposite mechanism too, meaning rewarding more than 10 xp the tanker that goes after the strongest one (like when you kill the flag holder in CTF mode).  How to define the strongest one could be based on K/D or highest kill score or both or other hidden stat currently unknown to tankers (but already existing).

Only dev tool would be able to define what value would be suitable.

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One example:

Fire and Wasp players can get together in a DM and decide for one Wasp to kill everyone, after doing that one of the respawned Wasp kills the first Wasp and maybe the remaining Wasps so now he can be on top, then a third Wasp does the same, I'm not sure this could be done, but people will find a way to get more crystals per kills.

 

Another example:

You and your friends meet in a team battle, you kill their mults and your friends kill you and your mults.

The other issue could be with CP, CTF and TDM. People will be looking for the high K/D and not focus on the battle.

The idea is interesting, but it will be hard to make it perfect, balanced and hard to be abused. Although one balance could be to also decrease funds for killing low K/Ders, and 0 K/Ders (mults)

It sounds very complicated, it would be rewarding if the proposal was 150 xp per kill, however this is a dream, it will be lesser than that. I cannot see more than 10 additional xp max. So no more power level here to be expected.

 

This mechanism in other mode is not welcomed, BUT it could incite player to kill the damn campers or the druggers that take all the flags (and make the opposite team to work harder to win), instead of hiding and going for the easier target (which do not help your team at all): often you can see that 90% or your teammate don't even go for the flag holder or look for which direction your flag is gone!!

 

You are right, people will find a way to get more crystals per kills, but this is the principle behind the game to progress. They jus have to find the most efficient one within the game objective.

 

 

 

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Dante said it will be hard to make it perfect. But nothing is perfect, especially in this game. There are already a lot of ways to use the game to power level and farm crystals. If you stop every new game updates because you fear players take advantage of it to mult, you mights as well close this section ^^

 

I am not proposing 150xp per each kill. For example, killing a player with a K/D of 50 would reward more exp than killing a player with a K/D of 20. Now, it can be 50 or 80exp. But what if you kill a player with a K/D of 100? :D

 

Btw, doing power level with this would still be long and boring, unless you invit 4 or 5 friends in Island DM.

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It sounds very complicated, it would be rewarding if the proposal was 150 xp per kill, however this is a dream, it will be lesser than that. I cannot see more than 10 additional xp max. So no more power level here to be expected.

 

This mechanism in other mode is not welcomed, BUT it could incite player to kill the damn campers or the druggers that take all the flags (and make the opposite team to work harder to win), instead of hiding and going for the easier target (which do not help your team at all): often you can see that 90% or your teammate don't even go for the flag holder or look for which direction your flag is gone!!

 

You are right, people will find a way to get more crystals per kills, but this is the principle behind the game to progress. They jus have to find the most efficient one within the game objective.

The idea is about increased funds, not exp, but that too is not a good idea, one of the problems will be Special Exp Missions.

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Meaningless is "fancy"?

 

Okaaaaay.

 

Anyway, this idea is terrible. Oops tooo fancy.

 

Idea bad. Idea bad because idea not good.

 

Oh. "because" is a 2-syllable word and "idea" is three! Still too fancy. Hmm.

 

Bad thought. Not use bad thought please devd. Make game no take risk for man who play game. Make man who play game sit where safe so not die. That make game more bad than now. Devs try make game more good please not more bad.

Speaking the good old caveman language, eh? :ph34r:

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The idea is about increased funds, not exp, but that too is not a good idea, one of the problems will be Special Exp Missions.

I understand that. The thing is both (xp and crystal) are linked as blackwasp wrote earlier.

So you can't really talk about one without the other.

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The discussion in the thread about end battle bonuses when dealing with low-performers and high-achievers led me to think about a mechanic pretty similar to this idea posted in here. Anyway, I would change the idea from a7x_Pedro48 a bit.

 

[A related idea is also this one: More EXP gain for killing tanks with supplies active]

 

Starting position / main motivation:

There are strong and not so strong opponents in a battle. Killing the low-achievers of the enemy team tends to be more profitable for your individual success, while killing their high-achievers rather leads to team victories. When doing the latter, you prevent the others from winning, but you get less kills and points from it, since you could instead i.e. go and cap some flags in the meantime.

 

Suggestion:

Instead of giving out a fixed amount of points in battle and fund for every kill, there could a variable one, that is dependent on how many points or fund crys were generated by the guy that was killed since his last death in the round.

 

An example: Red guy scored 80 points since his last death. Let's assume the dependency factor is 25% (I don't care about the number, but about the mechanism). The blue player that kills him gets 80 Pts x 20 %  = 20. If he kills another red that scored 40 points, he gets 10 points for the kill. Fund growth could work in the same way.

 

Benefits:

  • Spawn-killing won't be as profitable as before
  • Far better performance in a team
  • Better balance between player performances and equipment

Some additional info:

  • There needs to be at least a minimum and maybe a maximum amount of points/rewards for a kills
  • There can be a visual effect when you killed a very strong opponent.
  • Devs can manage how strong the differences should be.

In my opinion this overall approach (score since last death or Pedro’s idea) has the potential to provide a lot better balanced battles.

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