I think the key point here is that outside penalties for death/rewards for survival can potentially just exagerate skill differences, so more skilled players have it even easier, and less skilled players have it even harder; ie, the example where a team of mostly casual players against a team of mostly vets loses what little chance they had of winning when the new death penalties are added. I think the way around this is to try to make the penalties/rewards preferencial, and not necesserily outright advantages/disavantages in gameplay.
An example that comes to mind, off the top of my head, is True Combat Elite's awards system. Basically, players get a wider selection of weapons and customizations the more they survive, complete objectives, and kill enemies. The differences in the weapons are more minor and preferencial... the M16 or AK47 you start with is perfectly capable of getting the job done, but many prefer to use a SIG, M4A1, AK74U, etc, sometimes with attachments like reflex sights, supressors, etc. While the high-AA weapons may have slight advantages over the base weapons, it is largely an issue of personal preference, and many feel that the M16A2 and Ak47 are still superior to anything you get later, and stick with it even when they have other choices.
Thus, the result is, you have a personal motivation to stay alive; you like to use the weapon you like to use, and you don't want to lose it just because of a pointless death. However, a higher fire rate, reflex sight, or supressor is not going to make a difference in winning or losing the match, so it doesn't really give the "up" players an unfair advantage...atleast not too much.
TCE's awards system isn't perfect, and I don't necessarily think RO should adopt it, but I think it's a good example of rewarding survival without exagerating skill differences.
I suppose you could implement something like this in RO though if you wanted to. For example, if you had high awards points, you could choose to use a STG44 over MP40, PPSH over a PPD40, or an MG42 over an MG34...etc. Don't know if it'd quite work, but it's an idea.
An example that comes to mind, off the top of my head, is True Combat Elite's awards system. Basically, players get a wider selection of weapons and customizations the more they survive, complete objectives, and kill enemies. The differences in the weapons are more minor and preferencial... the M16 or AK47 you start with is perfectly capable of getting the job done, but many prefer to use a SIG, M4A1, AK74U, etc, sometimes with attachments like reflex sights, supressors, etc. While the high-AA weapons may have slight advantages over the base weapons, it is largely an issue of personal preference, and many feel that the M16A2 and Ak47 are still superior to anything you get later, and stick with it even when they have other choices.
Thus, the result is, you have a personal motivation to stay alive; you like to use the weapon you like to use, and you don't want to lose it just because of a pointless death. However, a higher fire rate, reflex sight, or supressor is not going to make a difference in winning or losing the match, so it doesn't really give the "up" players an unfair advantage...atleast not too much.
TCE's awards system isn't perfect, and I don't necessarily think RO should adopt it, but I think it's a good example of rewarding survival without exagerating skill differences.
I suppose you could implement something like this in RO though if you wanted to. For example, if you had high awards points, you could choose to use a STG44 over MP40, PPSH over a PPD40, or an MG42 over an MG34...etc. Don't know if it'd quite work, but it's an idea.
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