Author Topic: Nudge the starting C-bills for the upper ranks up.  (Read 458 times)

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Offline Angry Marine

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Re: Nudge the starting C-bills for the upper ranks up.
« Reply #15 on: February 04, 2012, 01:57:30 AM »
Why do the KN & SK get so much more than the lower ranks? IMO that's going about thiings completely wrong. Spawn cash increments should get smaller the higher the rank, not bigger.

SKN/COL 120,000
KN/GN 140,000

 :o
That's crazy talk, 140k? When was the last time you needed so much spawn cash?
Every time the other team starts camping on the front lawn of my base and setting up so no one can leave.

Offline Bear

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Re: Nudge the starting C-bills for the upper ranks up.
« Reply #16 on: February 04, 2012, 07:49:22 AM »
I've always envisioned a system integrated multiplication interface of sorts for c-bills.

Basically, losing team gets either a damage multiplier or c-bill multiplier once they fall so far behind. Each hit or contribution would net a higher than normal return than normal against the winning team to try and level up the playing field a bit. Once the losing team catches up beyond the score threshold, c-bill accumulation or damage dealt would return to normal levels. If done right, it will keep the game competitive without trying to make a game dead even. the losing team would only get such a multiplier when the are losing by a certain amount (IE percentage of total score) and not anytime they begin to lose. This should be an optional setting for each server; similar to league rules for ejecting and the like.

I also would like some sort of system for personnel scoring vs. time left in game. This would essentially give a player help when they join a game halfway through or later, when most of the players are in expensive mediums, heavies, and assault mechs. After so much time has expired, any person playing or still playing that is below a specific rank (IE PCM/MSG) gets a score multiplier up until reaching the rank that is set, after which scoring/damage/level of derp/ returns to normal.

C-Bills @ rank and cost of assets can remain the same and the top tier guys wouldn't get extra help or extra starting C-bills, just the little weak ones, and only when they really need the help.

But I have no idea how coding and things of the nature of game design work, and so I don't know if this is possible, if at all, in Cryengine using Crysis Wars as the base...

Although I do second the notion of adding an extra rank or two somewhere in the middle of the pack. I always get to the point where I rank up and I'm at like 55k or 75k and think "I wish I could grab that 60k or 80k mech" and then I rank up soon after and I'm like, "Screw that mech, I've got 65/85k now, I've got THESE mechs to choose from.
« Last Edit: February 04, 2012, 12:32:10 PM by Bear »

Offline kryobig

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Re: Nudge the starting C-bills for the upper ranks up.
« Reply #17 on: February 04, 2012, 12:28:57 PM »
Another problem with the rank system is that when, for example the highest scoring player in the team has enough points for colonel rank but not enough for general, then there's 5 players behind him, 2 of which have enough for colonel rank but the one with highest points is blocking the spot. Then they are blocking the slots for major rank and two of those have to settle for captain, but are in turn blocking the slots from other players below them.

Now adding a few more ranks might improve the situation, but why not go all the way to the extreme, and remove the ranks altogether? Then the problem would cease to exist.

Offline Bear

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Re: Nudge the starting C-bills for the upper ranks up.
« Reply #18 on: February 04, 2012, 12:46:16 PM »
I do see the ranking system as flawed. However you look at it though, there will be flaws.

I do think that the amount of people a certain rank can hold should be adjusted to allow more players to hold a specific rank. However, I do support limiting only the best of the best ranks with the most $$$ to the top players. This allows for competitiveness within a team to compete for that top spot, which ultimately helps the team overall. However, again there can be flaws, and this causes certain players to go out on a whim to forgo the team and support only themselves. This is very mitigated luckily through the lack of post-game ranking and an always level ranking system each match, so that everyone starts at ground zero at match start.

Pluses and minuses to everything, naturally.

But truth is, if you really are doing good, rank won't matter what your minimum C-Bills are at spawn, because even if you are being blocked by higher rank, if you're truly scoring well enough, you have way more money when you die than the minimum spawn anyway. Since you keep all the C-Bills you have above the min spawn number, the whole rank blocking thing is a somewhat good counter measure.