Scout gaining XP for spotting.

Discussion in 'Implemented' started by zachtos, May 10, 2006.

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  1. zachtos

    zachtos Member

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    I've mentioned this in the past:

    Scouts need to gain experience for performing their roles.
    Make them more effective by allowing them to mark up to 10 buildings for the team while simultaneously giving them XP for each marked building only once.
     
  2. dizzyone

    dizzyone I've been drinking, heavily

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    seconded [10charlimitlolololol]

    LOL WTF DAMN LIMIT WORK
     
  3. [RTFM]Major_Tom_CosmicBlu

    [RTFM]Major_Tom_CosmicBlu Member

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    Hm, I think this would give XP to easily to scouts. They spot 10 buildings and get a rank up...
     
  4. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    Well then they get one XP each two buildings. There aren't THAT many enemy buildings ingame you know :p
     
  5. [RTFM]Major_Tom_CosmicBlu

    [RTFM]Major_Tom_CosmicBlu Member

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    Oh, I think there are a lot of buildings. One turret gets destroyed, another one build...

    Give XP for every unit/building that is destroyed while marked by the scout instead. Just my idea.
     
  6. dizzyone

    dizzyone I've been drinking, heavily

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    Buildings should remain on the map, transparent after spotted, I dunno, its not like they move and seeing its a bit of a military game, wouldnt it be stupid for the team not to write down the coordinats?
    it would definitly have more use than just being extra points for the scout. Not saying this should be implemented because scouts get points for it, but its kinda obvious that those buildings have not moved, in any rts, the buildings would remain under the fog of war, something like that.

    But maybe make scouts only be able to get points from spotting players.
     
  7. zachtos

    zachtos Member

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    that's the point isn't it? scouts mark locations on the grid for mortar/artillery. How much XP they get will need to be determined later. Maybe about the same as you get for mine defusal, 1skill/3defuses or so.
     
  8. Bobbus

    Bobbus Member

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    I suggested that the scout be given a point (or fraction of a point) for everything killed within a certain radius of his artillery marker. Incidentally, the radius I had in mind was the same size as artillery splash damage. Dread to think why...
     
  9. palehorse864

    palehorse864 Member

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    The XP they get would have to be enough to compete with what the other classes can earn. Consider that the grenadiers can earn tons with an artillery piece, engineers get a lot for buidling things, Riflemen can mow down vast infantry units.

    The problem with getting so much per building is that it will not be long before you run out of buildings to spot. Unless the enemy is doing turret farming, they tend to have a small number of buildings in use, a barracks, armory, radar, vehicle factory, and a few turrets (forgive me if I forgot anything right now, and I left out repair pads because they are rarely built).
     
  10. Bobbus

    Bobbus Member

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    I think having points based on kills near your artillery marker is good. You could mark a group of 5 enemies, have a teammate mow them all down and get some decent points out of helping your team with some forward spotting.
    Edit: Agreeing with your own suggestions is like masturbation. It sounds so wrong but it feels so right.
     
  11. FalconX

    FalconX Developer

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    I agree as far as buildings. No points for tanks and infantry, both because it doesnt make sense, and because those units would die too quickly. I say 1 point per building destroyed while marking it.

    To get rid of idiots having last minute spots for the point, give the point to the scout who targeted the building for the longest time within the past, say, 2 minutes.
     
  12. Jn.

    Jn. Member

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    I think the scout should get points for a teammate destroying a building that he/she has spotted. In terms of making the scout more of a scout, take away the rifle and give them some kind of compact weapon. A big, bulky rifle isn't a scout weapon. They need something light, but still allows them to defend themselves. Let scouts place cameras and radar too. I also think the scout should be faster than other infantry just because its sole purpose is to get in and out fast. The rifle the scout has now is more suited to riflemen, since they are supposed to excel at eliminating enemy infantry after all. I say give the rifle to the riflemen, without the zoom function. More abilities for the scout would be nice too. None come to mind at the moment, but I'm sure some will be thought of :)
     
  13. Bobbus

    Bobbus Member

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    I think that whatever the solution is it should involve the binoculars instead of the far less reliable F-W-W which requires pinpoint accuracy and tends to target things on the other sides of hills and other quirks. Engineers get points for building using their exclusive building tool. Scouts should get points for spotting using their exclusive spotting tool.
     
  14. ^Dee^

    ^Dee^ Former Super Moderator

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    imo, Grenadiers should only be able to use arty feedback when a scout has "spotted" something.

    Then when the grenadier selects the target, anything he kills, the scout gets the point aswell.

    For fairness sake, it'd only work if the kill is made near the spotted area.
     
  15. Bobbus

    Bobbus Member

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    So basically you steal my idea and take the credit. Awesome!
     
  16. ^Dee^

    ^Dee^ Former Super Moderator

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    1: I never cared to read anything other than first post

    2: I had already posted this idea (to an extent) on old forums.

    3: blackjacks are yummy.
     
  17. Jimather

    Jimather Member

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    that is not going to be any fun for the arty driver. an arty driver depends on his feedback, placing that in the hands of the scouts will lead to nothing but frustration.

    for this to work, it needs close communication over long range between the scout and the arty driver and they need to both stay alive and keep it up for ages to actually do any damage. the scout also needs to be a reasonably good arty driver in order to know how to pick the most effective targets and the arty driver is only able to do something when another player decides it should be so.

    that is not a recipe for fun, only in clan games would the above strategy ever happen and even then it would be rare.

    artillery will become useless if this was implemented, yes artillery is overpowered, but lets not kill it totally it by removing the drivers ability to think and do for himself.
     
  18. ^Dee^

    ^Dee^ Former Super Moderator

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    artillery doesn't necesarily need feedback skill in it's current incarnation. Perhaps for long range arty but most of the time, I see arty firing while in direct site of their target.

    Don't particularly need feedback for that. You could argue that for high angled shots you'd have to look down to see where you're hitting but that isn't nearly as big a problem as most people make it out to be.

    Plus, if scouts got points for spotting (if implemented as above), you can be sure there'll be more people using it and it'd give binoculars A real use.
     
  19. Bobbus

    Bobbus Member

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    The truth is, its harder to hit stuff with feedback + shooting from cover than it is when you can see stuff. Especially if your commander refuses to get ranged arty.
     
  20. palehorse864

    palehorse864 Member

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    Really we need to increase range and power. If the artie driver isn't shooting in direct sight of his target things could be a good bit better. He might need a scout spot.
     
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