View unanswered posts | View active topics It is currently Tue Sep 17, 2019 12:58 am



Reply to topic  [ 3 posts ] 
Bounty system 
Author Message
User avatar

Joined: Tue Nov 23, 2010 2:04 pm
Posts: 645
Location: Serbia
Post Bounty system
To mark the dangerous players, to encourage players in killing them, and to add more fun in game play, I was thinking of a bounty system. It's like those "wanted" posters in the old days. If a dangerous player gets killed, the killer gets a reward. Rewards should be either known from the moment a player is classified as dangerous, or just specified as "surprise" (basically the reward is already chosen but players won't know which one it is).
Definition of a dangerous player

Definition of a reward


If the player becomes too dangerous, then maybe add a marker on him that moves along with him so players can see the marker on a dangerous player to know what to expect of their enemy (like that aura in WDI when you kill too many innocents).

There also needs to be a good way to display all the dangerous players and rewards on screen. Just a short message on intel won't be quite effective :v


Sun Nov 18, 2012 11:31 am
Profile
Your local sprite tweaker
User avatar
Lead Artist

Joined: Wed Apr 21, 2010 3:06 pm
Posts: 415
Post Re: Bounty system
A "Bounty" section on the intel?

Sounds great, really. And it could probably be done by making things worth a certain amount of "Bounty points", which then in turn determine whether or not you're worthy of getting a bounty.


Sun Nov 18, 2012 11:59 am
Profile
User avatar

Joined: Tue Nov 23, 2010 2:04 pm
Posts: 645
Location: Serbia
Post Re: Bounty system
From the discussion on IRC, this subject gets opinions from 2 more people:
Code:
<Cameron> It's a neat concept, but gameplay just doesn't warrant it in my opinion.


Eric has made a good point:
Code:
<Eric> just seems too exploitable, especially if the rewards are that good
<Eric> a util guy builds turrets and gets a billion frags with them
<Eric> he's completely useless on his own and gets caught by an ssg
<Eric> ssg kills him and suddenly becomes death, destroyer of aow

Hopefully it's possible to make a difference between human kills and killes gained by defenses.

There was also discussion about those markers for players that are too dangerous. Basically it's thought of to be a bad idea to "point fingers" right on players' screens.


Sun Nov 18, 2012 12:08 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 3 posts ] 

Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.