Before I get into this oddball thought, I want to say that this isn't something I feel Dice needs to (or even should) implement. It's a thought that occured to me and I thought I'd bounce it off you folks.
This actually popped into my head while thinking about my very first purist armour whorage round. I'd figured out that inorder to boost my kill counts, all I had to do was wait around over the corpse of a victem and I could be reasonably sure that a medic would come running out. Let him revive the victem, then pop 'em both. 3 kills for the price of one.
Further, we all know how annoying it can be at times when you get revive happy medics zapping you back to life while you are still directly in harm's way. It's a pain, but there's really no reason for medic NOT to do this. They still get their points regaurdless of your fate. It's actually in their best intrest for you to die again while they get away, so they can score a couple more points.
SO... being interested in the effect of mechanics on player behavior, I was chewing over what could possibly be done to discorage this.
Here's my thought:
Delay the giving of revive points by 10 seconds. If the revived player is dead at the end of that time, no points are given.
For those of you who are code inclined, here's the psudo-code:
On_Revive
{
If Reviving = 1
{break}
Else
{Revive = 1}
Medic = Reviver
Victem = last_target_shockPaddle_revive
Sleep[10 seconds]
{
If Victem != dead
{give_revive_points}
Reviving = 0
}
}
Done.
This is perty rough, but if you can read psudocode, it should make sence. You'll also notice that I've made it impossible for you to get more than a single revive score during a 10 second period. If you zap 3 friendlies back to life within 10 seconds, you'll still only get a single revive credit. This is to prevent people from reviving someone, letting him get killed, then doing it again to get aditional points.
Medics are now crying... but ya know what? They're getting too many points as is, anyway. This *nerf* to their points would bring their point scoring abilities back in-line with other classes.
It would also put a major damper on the knife/revive/repeat stats padding exploit.
That's it.
Whatcha think?
This actually popped into my head while thinking about my very first purist armour whorage round. I'd figured out that inorder to boost my kill counts, all I had to do was wait around over the corpse of a victem and I could be reasonably sure that a medic would come running out. Let him revive the victem, then pop 'em both. 3 kills for the price of one.
Further, we all know how annoying it can be at times when you get revive happy medics zapping you back to life while you are still directly in harm's way. It's a pain, but there's really no reason for medic NOT to do this. They still get their points regaurdless of your fate. It's actually in their best intrest for you to die again while they get away, so they can score a couple more points.
SO... being interested in the effect of mechanics on player behavior, I was chewing over what could possibly be done to discorage this.
Here's my thought:
Delay the giving of revive points by 10 seconds. If the revived player is dead at the end of that time, no points are given.
For those of you who are code inclined, here's the psudo-code:
On_Revive
{
If Reviving = 1
{break}
Else
{Revive = 1}
Medic = Reviver
Victem = last_target_shockPaddle_revive
Sleep[10 seconds]
{
If Victem != dead
{give_revive_points}
Reviving = 0
}
}
Done.
This is perty rough, but if you can read psudocode, it should make sence. You'll also notice that I've made it impossible for you to get more than a single revive score during a 10 second period. If you zap 3 friendlies back to life within 10 seconds, you'll still only get a single revive credit. This is to prevent people from reviving someone, letting him get killed, then doing it again to get aditional points.
Medics are now crying... but ya know what? They're getting too many points as is, anyway. This *nerf* to their points would bring their point scoring abilities back in-line with other classes.
It would also put a major damper on the knife/revive/repeat stats padding exploit.
That's it.
Whatcha think?
Comment