Response SummaryI think player skill is better reflected through a player's rank, and not what they are piloting; therefore their rank should be a part of the bounty equation.
If I understand Killer-Bee's logic, he believes that Assets strongly represent a player's threat; therefore the current system is mostly fine.
(if i got that wrong KB, please comment and I'll edit it.)
tl;dr warning: Only read past this point if you require clarifications/explanations or references for your own posts...Otherwise, You are risking your sanity comments:
neither rank nor the mech shows which skills or experience you have on a public server where anyone can join any second and dropped by the game stability at any point. granted as a match progresses it starts to reflect more on the scoreboard if players dont join/leave but mech choice rather depends on which enemy your hunting in any case. i go out often in an osiris b or something equal while i could already afford mad cats etc. just to hunt down slow moving heavy mechs and boats. beat sticks aka mad cat 2 from your example were my prey more than once. even if they are heavier as you describe it the threat factor was quite the other way around. this is also the case if i join late in the game being only a warrior with no real other choice.
also it depends much more on variants rather than weight or player rank. for example a relatively heavy lrm vulture has little to counter when a fast but light mech is in capable hands.
I have to disagree, as I consistently see the same people in the top ranks. Sure, there are a few lucky ones out there that make it to SCL or GC every once in a while. When I first started playing, I never made it past Warrior. Now, I'm having a bad match if I'm not at least a SCL within 30 minutes of joining. I'm not tooting my own horn, but I think I'm a relatively skilled pilot, though I'm aware there are much better players out there.
Secondly, The server saves your XP if you crash. As many times as I've crashed, it's only lost my XP once.
when a experienced high skill player joins late in the game he just runs around in a light unit too while being a lot more of a threat than any heavy mech/high rank that just runs around because the player has amassed enough money in a long match. by earning that tiny bit he gained each time before he died..
i saw a lot of times khans that had a worse K/D than GC and so on.
also if the guy of your example manages to get a mad cat 2 so soon that he only has light mechs as enemies and can finish them without those posing a threat to him he really HAS earned those cbills he gets by killing of a greater force in numbers already^^
also when you say that the guy in a mad cat 2 gets fast tracked for a promotion by killing off a lot of light mechs... well .. i really cant see your example thru.. what does he get fast tracked to. it seems he already can afford everything he could wish for.
For a skilled player, it's not incredibly hard to gun down a lot of light/medium 'Mechs in a Vulture A, Hollander A, or a Mad Cat II, especially if you are aiming for 'Mech's that are already damaged. The point is, no, in the hands of a skilled pilot, any 'Mech/vehicle can out match a reasonable number of enemy 'Mechs of a lesser weight class.
Almost every time I'm on a server, there are SCMs and Warriors asking for money to buy heavy/assault 'Mechs within 15 minutes of the start of the match. I used the Mad Cat II as an example b/c it's the most extreme case. In most cases, it's people asking for money to buy a Vulture A, or a Thanatos. If they are skilled in these 'Mechs then they pose a serious threat. If they are not, a skilled light 'Mech pilot or a swarm of unskilled light 'Mech pilots will tear them up.
Skills, such as knowing when to run passive, remembering your gear load-out, knowing how to effectively use your jump jets in combat, steering by radar while your torso is at 180 degrees shooting at the guy circling you, while watching your heat, and glancing around for other threats etc. make all the difference in a pilot's survivability.
current system:
seeing that it is in fact very well balanced that an experienced player in a light mech can get much money by shooting down armor plate after armor plate wearing down his enemy in great effort to finally get his kill from that mad cat 2 no matter the rank.
while on the other hand doesnt get that much money by killing off another light unit relatively quickly if high ranked or not.
the current system reflects what good he has done for the team much more accurately as if he would get as much money for a heavy mad cat kill as for a light osiris like your proposing. depending on their game ranks.
same goes for ba. a galaxy commander ba isnt necessarily better than a warrior ba seeing that you can join in a match any time you like.
also currently a newbie can get points exactly counting for every damage he does no matter what enemy he hits. this is of course easier to understand and grasp than having a newbie learn the ranks and only go after high priority targets.
I agree, and that's why I said assets should remain part of the calculation, but shouldn't be the entire calculation. Killing an unskilled Mad Cat II Prime in a SCat B is fun, but doesn't present an enormous challenge to a skilled SCat B pilot.
Yes, there is some rock-paper-scissors involved here, but the majority of the outcomes rely on skill, not on what you bring to the field. We could argue all day about how different assets counter others, but my argument is that skill is not being given the weight it deserves. An extreme example: An LRM Puma should run away as fast as possible if bushwhacker gets on its butt, but I've seen an LRM puma point blank a bushwhacker and kill it on multiple occasions(This happened to me in a warhammer B once). A more likely example is that of an Awesome going up against a SCat B. Looking at the assets, the Awesome should win rather handily. However, Awesomes piloted by unskilled players make easy prey for a SCat B that uses the terrain effectively, and allows the Awesome pilot to overheat himself in a panic when the Scat starts using its LBX20 on the Awesome's backside.
However, I think it is kind of ridiculous you get what?...3k creds for killing the BA that was just in the cockpit of an Atlas, all the while someone gets a good 35k for blowing the derelict Atlas up.
your benefits:
1 as you said its still linked to what asset your shooting at so they still would get money from shooting assets without pilots. so this wouldnt be reduced
what? I never said killing a derelict asset should award you any points.
2 cant see how your change would affect the outcome of the last shot fired at the enemy being the killshot as i couldnt read anything regarding that
I meant the player that kills the BA that ejected from a damaged asset. The vast majority of the time I fight a skilled player they will eject at the last moment. When I kill them in their BA, I get some 3-5k creds as opposed to the guy that sees "no driver" on his HUD and races over to destroy the derelict asset for an easy 20-30k.
3 i really dont understand how "destroying your 'Mech after you bail, and then destroying the 'Mech you stole from them in the heat of combat" works. or what double payoff means. but if you mean killing the ejected ba and then killing the unpiloted mech see point 1
Imagine a situation in which you are in a Thanatos, and you go up against an enemy Vulture. The Vulture has just forced one of your allies in a Warhammer to eject. Just as you are about to finish the Vulture, the pilot ejects. You finish the Vulture...$$$cha-ching$$$...but the pilot flies over to the, previously friendly, derelict Warhammer and hops in...and *BAM* you put a Heavy Gauss in its torso and it blows up...$$$cha-ching$$$. So you get points for killing 2 'Mechs(1 enemy and 1 previously friendly) but you really only removed one pilot from the field.
4 as explained above. players joining late in the game... also shifting players attention away from assault class mechs doesnt seem like a good idea to me altho i dont understand how that would be accomplished with ur system in any case
4a dont think it would make more fun for any player if they would be forced to hunt high skilled people no matter where they are and in which asset they are in while assault class mechs with nub pilots come down on my hangar without being opposed because you cant get as much money of them.
The current response to an Atlas is "OMGWTFBBQ an Atlas!!! Quick everyone swarm it!" In most cases, Atlases(is that the correct plural? lol) are used incorrectly, marching out into the middle of the field and getting annihilated. Used by a skilled player though, an Atlas is a serious threat. Like I said before, a 'Mech is only a threat if the pilot knows what he is piloting.
downsides:
one critical detail would be at the start of the level where you would gain very little money since all your enemies are warriors in either case.
Would this not be an advantage though? A major complaint about the current system is that not enough time is spent in the Light/Medium 'Mechs. A slower progression through a round would be more interesting. There are also plenty of "cheap" models of heavier 'Mechs, if people don't care for the light stuff.
if a warrior desides at the start of the game to deathlevel up to a mad cat you should get money for every armor point your wearing that beast down no matter who pilots it.
which is exactly what the current system does.
could you explain this "deathlevel" up to me? I'm not familiar with it or perhaps I don't know it by that name.
one of the disadvantages that comes to my mind at first tho is that high rank players would quickly adapt and switch to staying way behind firing only long range weapons and giving their money away to low ranks as soon as they rank up. sending in their low rank peasents as they wouldnt give the enemy credits worth mentioning no matter which asset they are in.
Yes, you are right. This could present a problem to this system.
hopefully no offense taken on your part. none meant while writing even if it sounds a little rough while reading it again^^
none taken.

(wow that is a long post)