Specific to this game type :
I think the Green rewards for a win are way to high across the board.
I think that we've removed a very important balance to this game type - in that ships on the
winning team are not reset after a win. This in turn makes the game self sustaining and self perpetuating.
And allows active flaggers to basically avoid the rest of the zone for the most part while remaining highly powerful.
It's odd that we stop 'green sharing' at 100bty for 'normal CZ game play' but if you're on a freq with a flagger, and never touch a flag, or help kill a flagger, or even see the flagger on your freq while they flag - you get a rediculous reward too.
...meanwhile, everone that doesn't flag is left with the wonky nature of greening and ship cycles on spawn... flags are EASY to find, and what they reward, absolute. No guessing 'will that be the rep I so desparately need' - it'll be a rep, and 2 more reps, and damn near 3 of everything else...even for low flag point wins.
And the answer here cannot be "then flag" , because then, we're a "flagging zone" - and that undoes all the work to shoehorn flagging into CZ as a "play style" like it's NOT its 'own game type with its own inherant play styles'.
I don't even think we use the right type of flag game in here... we should have a game with periodic rewards, that rewards flag points only based on how long you can hold a flag while getting the needed kill stats to keep your timer refreshed and otherwise being part of the active play in the zone.
Right now, our game encourages avoiding 98% of Chaos, and rewards well for doing so..
...there are a lot of things we can do is basically what I'm saying... I don't think the flag game We currently employ serves the goals of Chaos very well to put it bluntly.
I think we can do better.
What about You?
I think the Green rewards for a win are way to high across the board.
I think that we've removed a very important balance to this game type - in that ships on the
winning team are not reset after a win. This in turn makes the game self sustaining and self perpetuating.
And allows active flaggers to basically avoid the rest of the zone for the most part while remaining highly powerful.
It's odd that we stop 'green sharing' at 100bty for 'normal CZ game play' but if you're on a freq with a flagger, and never touch a flag, or help kill a flagger, or even see the flagger on your freq while they flag - you get a rediculous reward too.
...meanwhile, everone that doesn't flag is left with the wonky nature of greening and ship cycles on spawn... flags are EASY to find, and what they reward, absolute. No guessing 'will that be the rep I so desparately need' - it'll be a rep, and 2 more reps, and damn near 3 of everything else...even for low flag point wins.
And the answer here cannot be "then flag" , because then, we're a "flagging zone" - and that undoes all the work to shoehorn flagging into CZ as a "play style" like it's NOT its 'own game type with its own inherant play styles'.
I don't even think we use the right type of flag game in here... we should have a game with periodic rewards, that rewards flag points only based on how long you can hold a flag while getting the needed kill stats to keep your timer refreshed and otherwise being part of the active play in the zone.
Right now, our game encourages avoiding 98% of Chaos, and rewards well for doing so..
...there are a lot of things we can do is basically what I'm saying... I don't think the flag game We currently employ serves the goals of Chaos very well to put it bluntly.
I think we can do better.
What about You?