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Why not reward the winning team with a small amount of credits?

Blazur
4468 posts Member
edited December 2017
Make it scale inversely with how quickly or efficiently the game is won. If the game is won on the first phase of galactic assault defense then earn the winning team more tickets than if they held them off in the 3rd phase. On blast, reward the winning team a credit reward that scales with how many players they won by.

With this, teams will feel more incentivised to win since they capitalize more on that victory. People might feel more inclined to push the objective rather than sitting back and sniping if

It doesn't have to be a lot of credits...just enough to make the victory more meaningful.
The greatest teacher, failure is.

Replies

  • Me:. Agree

    EA:. No
    41st.org Founder "Where the Game is Winnable."

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  • Zeddy1076
    206 posts Member
    edited December 2017
    Add 100 for each phase. If you win in first phase as defenders get 300 extra, if last phase then just 100. Reverse it for attackers, although they only win if it goes to all phases so maybe they get a consolation prize for each phase they complete even if they lose on the last phase.
  • Blazur
    4468 posts Member
    Zeddy1076 wrote: »
    Add 100 for each phase. If you win in first phase as defenders get 300 extra, if last phase then just 100. Reverse it for attackers, although they only win if it goes to all phases so maybe they get a consolation prize for each phase they complete even if they lose on the last phase.

    I like it!
    The greatest teacher, failure is.
  • Zeddy1076 wrote: »
    Add 100 for each phase. If you win in first phase as defenders get 300 extra, if last phase then just 100. Reverse it for attackers, although they only win if it goes to all phases so maybe they get a consolation prize for each phase they complete even if they lose on the last phase.

    The attackers could get 100 credits for each sector they take. So they can keep racking then up and if they win and take 4 sectors they could get 400 credits.
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  • Zeddy1076 wrote: »
    Add 100 for each phase. If you win in first phase as defenders get 300 extra, if last phase then just 100. Reverse it for attackers, although they only win if it goes to all phases so maybe they get a consolation prize for each phase they complete even if they lose on the last phase.

    The attackers could get 100 credits for each sector they take. So they can keep racking then up and if they win and take 4 sectors they could get 400 credits.

    Be great if they did. There was a win bonus in the 2015 game so I don’t know why they’re opposed to it.
  • I am not sure why they have chosen to go the way of the participation trophy but they have. There is almost NO incentive to win. Maybe that is why i like Blast so much.
  • Zeddy1076 wrote: »
    Be great if they did. There was a win bonus in the 2015 game so I don’t know why they’re opposed to it.

    They were opposed to it because they wanted you to get frustrated with the grind and spend real money on loot crates. With that dream crushed, they just don't care anymore. This game is an albatross around their neck now. It's bad PR and it's not generating any money after purchase. I'm willing to bet they're already planning their exit strategy.

  • Blazur wrote: »
    Make it scale inversely with how quickly or efficiently the game is won. If the game is won on the first phase of galactic assault defense then earn the winning team more tickets than if they held them off in the 3rd phase. On blast, reward the winning team a credit reward that scales with how many players they won by.

    .

    With this, teams will feel more incentivised to win since they capitalize more on that victory. People might feel more inclined to push the objective rather than sitting back and sniping if

    It doesn't have to be a lot of credits...just enough to make the victory more meaningful.

    I like the idea, but the problem of not having a method to kick afk players can cause a team to lose as well at no fault of their own. Say a team is busting ***** to win, pushing for all objectives but it's the 5 or so afk people they'd need to get that last push. You now have a team losing due to developer mistakes. Fix that first, then add this
  • its not that complicated. BF1 has a multiplier for a win and for a great attack. The swedes went out of their way to not do what LA did that made sense.
    41st.org Founder "Where the Game is Winnable."

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  • Blazur wrote: »
    Make it scale inversely with how quickly or efficiently the game is won. If the game is won on the first phase of galactic assault defense then earn the winning team more tickets than if they held them off in the 3rd phase. On blast, reward the winning team a credit reward that scales with how many players they won by.

    With this, teams will feel more incentivised to win since they capitalize more on that victory. People might feel more inclined to push the objective rather than sitting back and sniping if

    It doesn't have to be a lot of credits...just enough to make the victory more meaningful.
    Blazur wrote: »
    Make it scale inversely with how quickly or efficiently the game is won. If the game is won on the first phase of galactic assault defense then earn the winning team more tickets than if they held them off in the 3rd phase. On blast, reward the winning team a credit reward that scales with how many players they won by.

    With this, teams will feel more incentivised to win since they capitalize more on that victory. People might feel more inclined to push the objective rather than sitting back and sniping if

    It doesn't have to be a lot of credits...just enough to make the victory more meaningful.
    Blazur wrote: »
    Make it scale inversely with how quickly or efficiently the game is won. If the game is won on the first phase of galactic assault defense then earn the winning team more tickets than if they held them off in the 3rd phase. On blast, reward the winning team a credit reward that scales with how many players they won by.

    With this, teams will feel more incentivised to win since they capitalize more on that victory. People might feel more inclined to push the objective rather than sitting back and sniping if

    It doesn't have to be a lot of credits...just enough to make the victory more meaningful.
    Blazur wrote: »
    Make it scale inversely with how quickly or efficiently the game is won. If the game is won on the first phase of galactic assault defense then earn the winning team more tickets than if they held them off in the 3rd phase. On blast, reward the winning team a credit reward that scales with how many players they won by.

    With this, teams will feel more incentivised to win since they capitalize more on that victory. People might feel more inclined to push the objective rather than sitting back and sniping if

    It doesn't have to be a lot of credits...just enough to make the victory more meaningful.

    KYS Blazur for your comment in November when you said someone wouldn't be any better at playing COD than Star Wars battlefront
  • YES! Please God make winning MEAN something! I don't want to not care whether I win or lose. I want it to HURT when I lose, and not just because some arbitrary screen says "Defeat" on it!
  • Hanzo
    1677 posts Member
    I think this would lead to hurt feelings for the losing team and we apparently can't have that anymore.

    #trophiesforall
  • It's actually quite baffling why they went with a participation award rather than skill-based one. At the current state, there's no incentive winning, but you're better off just prolonging a max to maximise your credit intake.
  • This would be very good for the game, and gives players a reason to stick around & try to win.
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  • Blazur wrote: »
    Make it scale inversely with how quickly or efficiently the game is won. If the game is won on the first phase of galactic assault defense then earn the winning team more tickets than if they held them off in the 3rd phase. On blast, reward the winning team a credit reward that scales with how many players they won by.

    With this, teams will feel more incentivised to win since they capitalize more on that victory. People might feel more inclined to push the objective rather than sitting back and sniping if

    It doesn't have to be a lot of credits...just enough to make the victory more meaningful.

    no because every wants the same participating award
    Ace speeder pilot.
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  • It's actually quite baffling why they went with a participation award rather than skill-based one. At the current state, there's no incentive winning, but you're better off just prolonging a max to maximise your credit intake.

    Yes exactly. Used to get more credits for winning in BF 2005.
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