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Proposal To Encourage Co-Op Teamplay.


SoanoS
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I just came up with a method to encourage players sticking together in a mission and maybe run ahead a bit less.

 

Let's introduce an "extraction point loot multiplier" which increases for every player that makes it to the extraction point in time for loot!

 

Of course this should only apply for credits and materials picked up during the missions. This could start from 100% (solo/one player) and go up to 150% (all players in the extraction point).

 

Let me explain how this could work with a rate material, such as a Control module:

A control module drops in a 4-player game, and everyone picks it up. Now there is 4 CM's in the "pool" for players. Now, everyone manages to get to the extraction point and they all get the 1½x (150%) multiplier applied to the pool. and the pool comes up to 6. Now this is divided between all 4 players, and this would come up to 1½ Control Modules per player, which would be rounded up, effectively giving all players 2 Control Modules. 

 

If one player didn't get the Control Module (due to getting left behind), the pool would be 3, which multiplied by 150% would come to 4,5 Control modules, netting every player one Control Module. 

 

If the loot pool had two Control Modules, this multiplied by the bonus would become 3 Control Modules and everyone could get one (rounded up).

 

If the loot pool had only one Control Module (Thanks to the selfish ba$tard who ran off to get the loot and leaving everyone behind) there would only be one Control Module in the pool, which multiplied by 150% would only be 1.5 Control Modules, which divided between all would be less than half a control module and the selfish rusher would not get a thing (would not change anything for the rest that would not have gotten it anyway).

 

That wall-o-text may be a bit hard to read, but please, have a look, and comment. 

 

TL;DR: Introduce extraction point loot multiplier and a "material pool". 100% (Solo default multiplier), to 150% (all players in multiplayer). However, this bonus increase per player would need to be applied according to all player numbers in game at the end of level. (2=25%, 3=16.67%, 4=12.5%).

 

Pool | Multiplier(Max 4) | Players | Bonus applied |  Result (rounded)

1        150%=1.5                 4         1.5/4=0.35             0

2        150%=3                    4         3/4=0.75                1

3        150%=4.5                 4         4.5/4=1.125           1

4        150%=6                    4         6/4=1.5                  2

5        150%=7.5                 4         7.5/4=1.875           2

6        150%=9                    4         9/4=2.25                2

7        150%=10.5               4         10.5/4=2.625         3

8        150%=12                  4         12/4=3                   3

 

As we can see, this changed things worse for only the rusher.

 

I think it would actually encourage co-operative play and exploring and waiting for other players before heading off to extraction. However the item marker system needs to be improved in a way that if you mark a material, it would say "Material" (maybe even with the name of material?) on the waypoint so people know it will be worth coming back for. Also, would give players an incentive to stay all the way until the end of match for a chance of "free" material. If a player/rusher disconnects, his material should still stay in the pool for the rest of the players so they won't be feeling like their efforts were for nothing.

 

To avoid abuse, the bonus should not apply to late joiners in an Extermination mission, as someone could just join for the last enemy and be "taking away" from people who were there from the start. Instead they should only get what they pick up themselves. their pickups should still add to the pool of other players, but the late joiner should not be eligible for the bonus or cause multiplier change.

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So basically 1 or 2 trolls can deliberately keep the team from gaining full rewards by waiting out the timer?

I also don't agree with lumping together rushers with those who just speedrun past everything to EP. They are not the same thing, and rushers should not be punished just because they happened to join a game with a person with a different playstyle. Public games do have the inherent disadvantage of sometimes throwing together people with different playstyles, however the solution to this should not be to arbitrarily punish one kind of player and reward the other.

Edited by Meenmu
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So basically 1 or 2 trolls in any game with an EP can deliberately keep the team from gaining bonus rewards.

 

Inevitably the bonus rewards will be seen as the full possible rewards though. And regardless, the point remains that said trolls would be causing people to gain less than they would otherwise.

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Inevitably the bonus rewards will be seen as the full possible rewards though. And regardless, the point remains that said trolls would be causing people to gain less than they would otherwise.

Tough luck, every game has its trolls, play with your friends and you won't have any problems.

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Tough luck, every game has its trolls, play with your friends and you won't have any problems.

Play with your friends, and issues revolving around differences between rushing and taking everything slowly won't be issues to begin with. There wouldn't be a need to "encourage co-op gameplay" because it would come naturally, unlike in public games, which is the matter being discussed here.

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Play with your friends, and issues revolving around differences between rushing and taking everything slowly won't be issues to begin with. There wouldn't be a need to "encourage co-op gameplay" because it would come naturally, unlike in public games, which is the matter being discussed here.

There is nothing that can be done to encourage coop, only 'force' it. A rusher is going to be a rusher no matter the rewards, obviously since he rushes, he doesn't cares about the rewards, so through this proposal the rushers won't be encouraged to go coop, there is nothing that will encourage them to do that.

 

This proposal could work as a reward for those that are already playing coop, such as clan members or friends playing with each other.

Edited by Kohira
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I think this more effectively encourages group rushing with leaving early when the loot doesn't drop. If you can get 2 control modules by rushing in a group of 4, what reason would you waste time extracting for materials you don't need. This really encourages quitting missions and group rushing more than your definition of co-op.

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