2009-09-26, 15:49:03
As many are aware of, many AoS games has a custom bounty system where you get bounty when you are close to a creep being killed. You get the bounty nonetheless of you killed it or not. Same goes for heroes and structures. This is not how it works in battle tanks. Changing the current bounty system will also change the way you earn gold.
The question is, does that fit with battle tanks, or is it better to keep the old fashioned "I killed him so only I get the bounty" way. The current system makes the player who has most kills often as the strongest.
The suggestion could be that the killer get 2x bounty, but the nearby friendlies get 1x. For example you get 10 gold if the killed the marine, 5 gold if someone else killed it. All nearby participants get a small part of the bounty. There different ways of making such system.
Methods:
The benefit of this system is that weak players get more gold, but good players can get less gold for their efforts. The disadvantage is the weak players kinda get more powerful more unexpected. Also this might lengthen the average gametime as well. There's more cons and pros....
Discuss
The question is, does that fit with battle tanks, or is it better to keep the old fashioned "I killed him so only I get the bounty" way. The current system makes the player who has most kills often as the strongest.
The suggestion could be that the killer get 2x bounty, but the nearby friendlies get 1x. For example you get 10 gold if the killed the marine, 5 gold if someone else killed it. All nearby participants get a small part of the bounty. There different ways of making such system.
Methods:
- Bounty Method 1: The killer get all the bounty for himself. (Current)
- Bounty Method 2: The killer get 2x bounty, all nearby friendlies get 1x. With teamwork the creeping is more effective. Thus is can be a little unbalanced as there is no limits of participants. In other words the kill get full bounty in all situations.
- Bounty Method 3: The killer get 2x part of the bounty, all nearby friendlies get 1x part of the bounty. If a commander worth 24 gold get killed, the gold is divided by nearby participants. For example you + 1 teammate + force -> that would be 3 participants. You killed the creep so you get 12 gold, teammate 6 gold, force 6 gold.
- Bounty Method 4: Same as method 3, but the force don't get participation role when a player do the kills.
The benefit of this system is that weak players get more gold, but good players can get less gold for their efforts. The disadvantage is the weak players kinda get more powerful more unexpected. Also this might lengthen the average gametime as well. There's more cons and pros....
Discuss