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Case.Nexus

Loyalty bonus for sticking with your Faction

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One of the topics that comes up in most of the ACE live streams is a way to keep people from 'jumping ship' to the winning faction to receive any kind of Campaign awards for winning.

The thought I've had is giving some sort of Bonus to people that stick with their faction, through thick and thin.

This is your fifth Campaign as Chaos even tho they've been 2nd place the last four? Have some Purple Mats!

Balance is last place for the 6th time, but you still represent? Here's a book that injects 1000 extra passive points!

Then, you can also do things like giving the Balance guy from above something extra nice when they DO pull out a win...

 

Anywho; loving the game so far and can't wait to see what 2019 brings us!

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Rather than rewarding all who sign on, how about a consolation prize for the top scoring players of the loosing factions?

Then you don't need to beat that other faction to see some rewards, just be among the top of your faction. That way it's still a contest with the same goals, and not a participation trophy for joing the loosing team and not trying to help them win, or worse helping them loose.

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9 minutes ago, VaMei said:

Rather than rewarding all who sign on, how about a consolation prize for the top scoring players of the loosing factions?

Then you don't need to beat that other faction to see some rewards, just be among the top of your faction. That way it's still a contest with the same goals, and not a participation trophy for joing the loosing team and not trying to help them win, or worse helping them loose.

A top percentile of the losing factions players, I am thinking top 10-20% range would be fine.

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"Faction Loyalty" is not a thing that needs encouraged or rewarded.

Campaigns are supposed to be functionally distinct worlds with their own political landscapes.

Players simply shouldn't have the ability to choose a faction, and should be able to join as a guild if they choose to play faction campaigns. The campaign itself should assign factions to those individuals or guilds of players based upon a simple "lowest pop gets the next players" until it is no longer the lowest pop.

Players who opt in to npc faction campaigns are opting out of responsibility and control of faction identity. Provided the system adds players in guilds together as "blocks" of players there is no reason to allow players to choose their own once the dregs exists.

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3 minutes ago, PopeUrban said:

"Faction Loyalty" is not a thing that needs encouraged or rewarded...

Interesting...

For unguilded players, I can certainly see this working to balance numbers, and to help expose them to guilds they might not otherwise see as potential friends.

Handling guilds could be more challenging. The leader, or possibly an officer, would need to opt into a campaign and choose (or be assigned?) a faction for their guild. Possibly during a pre-campaign phase, where guilds can attempt to self balance, and work out any diplomacy issues before go time.

So if BigGuild X is engaged in Campaign 1, but some players want to dabble in Campaign 2, should they be able to join it solo? Should the entire guilds player base be counted toward player balancing? What if they make one serious push to aid an ally, then turn focus back to their main campaign?

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"Serious push to aid an ally" shouldn't really be a thing once the full length campaigns are online as they'll have join lockouts and potentially pre-registration.

As solo players register and are counted on a per account basis, with a theoretical limit of 2 joined campaigns per account a guild leader or officer should effectively impose the same limitations on said guild.

Just as pop balance during this registration process counts individual players accounts whether they actually log in or not, I'd imagine guild registration would work the same way, just adding the accounts as a block.

From there you just need a bit of control on guild join process to prevent guilds from adding full members mid-campaign unless those accounts are registered within the campaigns the guilds are registered in. Other outside members to join a guild would just end up on a reserved list and automatically added to the roster when campaigns end.

If a guild member doesn't LIKE the campaign they have the option of gquitting and becoming a free agent. If the guild wants to quit a campaign they may initiate that process with a 48 hour window for active guild members to accept the order and quit with the guild, or gquit to remain.

Note that no part of this achieves or attempt to achieve perfect population balance for npc faction campaigns. That's impossible. It only attempts to limit the impact of bandwagoning while keeping guilds together without accidentally creating huge pop imbalances as a result.

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wouldn't limited rewards fix this? instead of providing rewards to everyone, the top performers gets decent amount of rewards, and the ones who didn't perform as well gets poorly made socksty rewards (such as a wooden spoon).

This would mean that all who jump on the bandwagon of the winning side might not necessarily get a lot, and those on the faction with less people will have a better chance of getting more rewards due to the fact that there are less competition for said rewards.

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