Systems: Achievable goals with tangible rewards in losing battles. - PlanetSide Universe
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Old 2012-04-12, 10:49 AM   [Ignore Me] #1
captainkapautz
First Lieutenant
 
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Re: Achievable goals with tangible rewards in losing battles.


Originally Posted by ITOS View Post
A count down timer is easier to understand, especially if the time is variable. Having several layers of rewards would still be possible by setting a new timer after the old one has reached zero.
I wouldn't go as far as to say that a countdown would be easier to understand, what I had in mind was something akin to a survivalmode-like timer and those aren't to uncommon, so I'd say that it'd be pretty easy to understand as well.

Originally Posted by ITOS View Post
As for turning things around, the idea is that the battle will no longer be a "Last Stand" if the defenders are capable of pushing back the attackers. Awards for that would be a different system, probably based on player generated missions.
Yeah, but how are you going to measure a "Last Stand", I mean a battle can and will be pretty unpredictable.

What if for some freak reason the last 15 TR manage to actually push the attacking 100 Vanu back, before the Last Stand-timer runs out, are you just gonna tell the TR "Well no reward for you guys, that's what you get for being awesome."?
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Old 2012-04-12, 12:30 PM   [Ignore Me] #2
ITOS
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Re: Achievable goals with tangible rewards in losing battles.


Originally Posted by captainkapautz View Post
Yeah, but how are you going to measure a "Last Stand", I mean a battle can and will be pretty unpredictable.

What if for some freak reason the last 15 TR manage to actually push the attacking 100 Vanu back, before the Last Stand-timer runs out, are you just gonna tell the TR "Well no reward for you guys, that's what you get for being awesome."?
Conditioning the generation of a "Last Stand" is tricky, especially when you don't know what type of stats that can easily be accessed. Number of players in each team in a given hex is something I assume would be easy to get. Kill distribution and resource flow would be other interesting points of data but they might be more difficult to get.

Regarding your final question; yes, pretty much. This system is for losing battles only. I'm not opposed to having other systems that reward successful defense but those are for another thread.
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