Quote:
Originally Posted by
bbexperience 
People complain to no end about final stand or dead man's hand. I don't see how what essentially is a team-wide death streak will come across as a good thing. I just can't see them being stupid enough to implement something like that.
Nah...that would be a terrible idea. That's not at all what I'm suggesting.
Imagine you built up power in a really fine grained way, sort of like XP. Like say a basic streak like a UAV cost 100 points, a high end streak 1000 points. Initially each kill is worth 25, capping a flag 30, planting a bomb 50, shooting down air support 20, 10 points for trying to cap a flag and failing etc. This way, they could even add modifiers that promote good behavior, like extra points for defending a flag, buzzkill, etc. Instead of wiping you out with each death, they could just set you back a certain amount of points. They could shift the balance per game mode, making kills more beneficial and deaths more punishing in TDM, making kills worth less, caps worth more and deaths less punishing in domination. They could even maintain the streak concept by gradually increasing the amount each kill is worth the longer you stay alive. To punish camping, they could slowly diminish your stored power until you get off your ass and take part in the game. It's a flexible system that should let players just play the game "right", play it well, and be rewarded for doing so. You shouldn't have to be paralyzed and need to hide behind a box to protect your streak.
Then, if one team were to really start to pull away, they could either slightly increase the rate that points are earned for the losing team with some sort of multiplier, making the battle more chaotic. Or, they could decrease the rate the winning team earns points, slowing them down slightly and letting the other team catch up a bit if they can get their sh*t together, but the end result would be less overall streaks in play. It doesn't need to be huge, maybe a 25% boost either way. If they did it right, it would be really subtle, just a minor boost/cut to keep it interesting and not make it such that you'd want to game the system and throw the game initially to get some sort of advantage. Ideally, the team that would have won anyway if this system wasn't in place, would still always win....it'd just be a closer game where the winning team couldn't get lazy halfway through, and it'd remain an interesting battle the entire time.
Thats the annoying part about death streaks. They're ridiculously cheap kills, you shouldn't have to worry about your opponent blowing up in your face just because that one guy is having a bad game. It would be even more outrageous if the opposing team was just granted something powerful like an AC130 out of the blue. They should still have to earn it, giving up or playing poorly should never be rewarded.
It might sound overly complicated, but this is the way fighting games have always done it. Behind the scenes its all numbers, but you don't really know that each time you kick someone in the face you get 10 points of power. You just see your super bar gradually growing. You don't need to worry about numbers or exactly how many more kills you need for a chopper gunner. Just focus on the game, your power will grow over time, and you shouldn't need to worry about how to min/max it. Just play well.
Edited by bd2003 - 6/7/12 at 7:25am