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Old 2011-02-23, 09:00 PM   [Ignore Me] #1
kaffis
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Re: Generator


Originally Posted by Firefly View Post
I think it's more of a "I want XP for predicting that the generator was going to be attacked" thread.

And about as realistically as possible, it's already in-game. It's called, TR guy guards the generator. NC guy shows up with a Decimator. TR guy caps him in the face. TR guy gets XP.
But if the TR guy cares about XP (and thus, it's an appropriate reward), he would have gotten twenty times as much by following the zerg around and letting the NC guy cap the quiet base instead of sitting around, guarding the generator.

I can understand if you consider this an acceptable pattern of behavior, and believe that zergs wandering around until they clash yields a fun game. However, to claim that the one kill's worth of xp is a reward for defending a generator, which probably entails staring at an empty generator room (or swinging by an empty generator room every minute in your patrol loop of an empty base) for, say, an hour?

Wow, that's time well spent, man, this reward makes me feel so validated for doing it.
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Old 2011-02-24, 07:42 AM   [Ignore Me] #2
Firefly
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Re: Generator


Originally Posted by kaffis View Post
But if the TR guy cares about XP (and thus, it's an appropriate reward), he would have gotten twenty times as much by following the zerg around and letting the NC guy cap the quiet base instead of sitting around, guarding the generator.

I can understand if you consider this an acceptable pattern of behavior, and believe that zergs wandering around until they clash yields a fun game. However, to claim that the one kill's worth of xp is a reward for defending a generator, which probably entails staring at an empty generator room (or swinging by an empty generator room every minute in your patrol loop of an empty base) for, say, an hour?

Wow, that's time well spent, man, this reward makes me feel so validated for doing it.
Nobody's forcing you to do anything. But when you can come up with a suitable algorithm and coding method for predicting a living player's actions and detecting the brainwaves of those who predicted said actions and thus can aptly reward them, to say nothing of predicting hundreds or thousands of them, then you sir will win at the internets. Until then, just play the game Sally.

Originally Posted by Traak View Post
Or better yet, make it so bases have no generators and people can pre-choose what they spawn with, so they can spawn anywhere in the SOI like people do in the AMS SOI, and do away with tubes. THEN people would have to kill enemies, not gens or bases.
Yes let's make this game like every other e-sports shooter with their 10-15min matches, 32-man maps, and mindless run-and-gun grindfest.
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Old 2011-02-23, 11:35 PM   [Ignore Me] #3
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Re: Generator


One other thing I brought up elsewhere.. If squads had an option to just have a blanket equal sharing of all XP, regardless of position, it would help out with the untraceable non combat roles. The squads would have to police themselves, ofc, but people probably wouldn't mind sitting in the generator when asked by their SL if they saw a healthy flow of exp tics from the rest of the squad.
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Old 2011-02-23, 11:43 PM   [Ignore Me] #4
Traak
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Re: Generator


Or better yet, make it so bases have no generators and people can pre-choose what they spawn with, so they can spawn anywhere in the SOI like people do in the AMS SOI, and do away with tubes. THEN people would have to kill enemies, not gens or bases.
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Old 2011-02-24, 09:47 AM   [Ignore Me] #5
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Re: Generator


I agree that you should get some amount of xp for doing the tactical thing as opposed to the zerg thing. I spent 45 mins last night capping 2 vanu bases in the north of cyssor completely by myself. We had the entire north open to take almost the entire continent but no one would help me, and for that 45 mins of work i got 80xp. I'm not an xp whore but after that it just wasn't worth it so I joined the zerg in the south.
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Old 2011-02-24, 01:10 PM   [Ignore Me] #6
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Re: Generator


Whenever Ive been in a base defence , as soon as you see the ''generator under attack'' message , most non-retarded players I see quickly run to defend / repair said facility.As a bonus, theres a chance you get xp by killing said infiltrators , but even more of benefit is that you can carry on defending and gaining more xp as a result by keeping the base alive.
I agree with Firefly , wanting extra xp or reward by simply hanging around a generator on a whim is farcical . You might as well stand in a warpgate on a friendly locked continent and say you're defending this continent , wheres my reward.
A much better use of you time would be preventing said attackers from entering the base in the first place before they even entered the door.
I've lost count of the number of times I've been to fill an ant up only to just arrive at a base to find someone filling it up. Thats how it goes, same as the one getting the killing blow gets the xp from a kill , not the 2 before that died attempting said kill.
The counter to all this is teamwork , support benefits those in a squad /platoon and gives more people the benefit of most aspects of the game.
But just turning up and expecting a reward isn't on, maybe you could be doing something more pro-active , while keeping an eye on the chat log for incusions and being on voice-coms to react quicker in the first place.

Last edited by TRex; 2011-02-24 at 01:16 PM.
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Old 2011-02-24, 03:47 PM   [Ignore Me] #7
kaffis
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Re: Generator


Wow. I think the reading comprehension in this thread is approaching some pretty epic levels of fail. That, or the strawmanning is just getting out of hand.
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Old 2011-02-24, 06:30 PM   [Ignore Me] #8
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Re: Generator


Looks like this conversation has turned more into should there be xp rewards etc. and I really have no opinion on that other than the more complicated it gets, the less likely it will be in game.

Back to the original idea, I like the idea of a rolling blackout. The main reason is, just imagine the suspense it would create. We already have the "Generator is Under Attack" message to get us to scramble to defend it, so what if we took that same excitment and spread it out? As equipment and stuff start dropping around the base, the tension will rise.

It's alot like the cliche ticking clock we already get when a hack is put on a base. At 14:55 there's a little bit of tension, but at 0:59 it is a crap ton more intense. So it would stand to reason that for generators, a rolling blackout will make the tension build and build.

I like the idea, but I'm a fan of Hitchcock films too. There's alot to be said for building suspense.
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Old 2011-02-25, 10:01 AM   [Ignore Me] #9
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Re: Generator


Man this is a great thread imo hehe.

While I agree there should be some incentive for defending the Generators I also agree with Firefly in that it's pretty much impossible to track.

There are some times in games where we just have to cut our losses and have people do the right thing because it needs to be done, not because there is something in it for them.

Someone mentioned 500% XP bonus for the first kill, but that is farrr to exploitable.
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Old 2011-02-25, 10:32 AM   [Ignore Me] #10
CutterJohn
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Re: Generator


Yes. I said that. It would work, but it would also be exploitable, as you say. But did bep ever really mean so much that people would honestly care a great deal about people exploiting?

At any rate, my other suggestion would be the best. Letting squads fully and equally share bep & sep regardless of location. As an option, of course. Now people who want to emphasize actual teamwork can. The guy sitting back guarding the hack is still getting BEP from his squad. The dude cloaking on top of the dropship center antenna calling out galaxies departing is getting his share too. If he's not pulling his weight, the SL will kick him, or people can leave the squad and get one that doesn't have the sharing option on, or one that does and is actually working together.
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Old 2011-02-27, 11:46 AM   [Ignore Me] #11
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Re: Generator


I do want to know one thing.

Why do people get their panties in a wad about blowing up generators? If it is a good tactical move to eliminate the generator and get to the next base quicker and with less resistance why not blow it?

But anytime that happens all sorts of people get their panties in a wad that it just happened. There's plenty of XP to be had at the next base people..
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Old 2011-02-27, 11:51 AM   [Ignore Me] #12
Bags
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Re: Generator


Because I pay $15/mo to play the game, not to fight for five minutes and sit on a base for 15 minutes.

I'm all for eventually blowing a gen, but blowing it after a couple of minutes is just plain boring.
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Old 2011-02-27, 12:37 PM   [Ignore Me] #13
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Re: Generator


Well I guess there is the difference.

I play to kick the shit out the other empires by any means necessary. If there is a tactical advantage to destroying the generators and saving a 5 hour waste of time just so players can pad their killstats.. I am going to opt for the tactical advantage.
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Old 2011-02-27, 01:25 PM   [Ignore Me] #14
Bags
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Re: Generator


Originally Posted by Hamma View Post
Well I guess there is the difference.

I play to kick the shit out the other empires by any means necessary. If there is a tactical advantage to destroying the generators and saving a 5 hour waste of time just so players can pad their killstats.. I am going to opt for the tactical advantage.
Well, there's always a tactical advantage to blowing the gen. The only downside is you can't pull vehicles from terminals or weapons, but the defending empire generally destroys those.

And I don't support being farmed for five hours. Thirty minutes is about the max for me. I wait generally because I know if I was on the defending team I wouldn't want my gen blown as fast.

Last edited by Bags; 2011-02-27 at 01:26 PM.
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Old 2011-02-28, 09:59 AM   [Ignore Me] #15
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Re: Generator


Well yea, 30 minutes is one thing but it seems many times empires let it go on for well over a couple hours.
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