I'm a big promoter for individual reinforcements for the reasons that I do not believe that all of the random people playing together on a team will try to play safer so that after 10 minutes the entire team doesn't run out of reinf.
I believe that its better to give more individual effects for using up reinforcements for the single reason that players will become more aware and pay more attention to it. And that its easier to fix the shortcomings of egoism in individual reinforcements than global reinforcements.
This discussion however goes about the what if scenario that the shared reinforcement pool stays in HOS
If the reinforcement pool however is still shared among the team I hope that the player is continuously pointed (after he dies) to the matter of how he's contributing to the loss of reinforcements.
What does this mean?
- Show the effect of an individual player's actions on reinforcements statistically. Aka say to the player whether whether he is generally dying too quickly and depleting reinforcements too fast. A lot of people probably don't even know they are super quickly depleting the teams reinforcements.
- Beside showing reinforcements in a percentage number like now, show how many lives on average every person has got left. A figure saying 20% reinf left says less than saying, that there are on average 2 spawns per player left. Aka make people aware of the meaning of the reinforcement amount, make the numbers tangible.
- Clearly show the teams reinforcement state and your reinforcement/death statistics every time after you died. So people do not need to specifically look for the reinforcement state hidden in the scoreboard but are simply pointed to it directly every single time that they die.
- Make dying more important for your statistics and score like displaying someone's deaths/minute in the scoreboard, and for score for instance show a (points/minute)*(point/death) ratio.
I believe that its better to give more individual effects for using up reinforcements for the single reason that players will become more aware and pay more attention to it. And that its easier to fix the shortcomings of egoism in individual reinforcements than global reinforcements.
This discussion however goes about the what if scenario that the shared reinforcement pool stays in HOS
If the reinforcement pool however is still shared among the team I hope that the player is continuously pointed (after he dies) to the matter of how he's contributing to the loss of reinforcements.
What does this mean?
- Show the effect of an individual player's actions on reinforcements statistically. Aka say to the player whether whether he is generally dying too quickly and depleting reinforcements too fast. A lot of people probably don't even know they are super quickly depleting the teams reinforcements.
- Beside showing reinforcements in a percentage number like now, show how many lives on average every person has got left. A figure saying 20% reinf left says less than saying, that there are on average 2 spawns per player left. Aka make people aware of the meaning of the reinforcement amount, make the numbers tangible.
- Clearly show the teams reinforcement state and your reinforcement/death statistics every time after you died. So people do not need to specifically look for the reinforcement state hidden in the scoreboard but are simply pointed to it directly every single time that they die.
- Make dying more important for your statistics and score like displaying someone's deaths/minute in the scoreboard, and for score for instance show a (points/minute)*(point/death) ratio.
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