To encourage teaming....


3dent

 

Posted

teaming is great, more spawns , more experience etc.

However, as posted recently, teaming can be quite hard to do. either finding teams to join or finding members to fill out a team that has been set up.

so, in a fit of boredom I thought up a system that everyone will like (yeah right!)

Merits , when earned can be traded in against recipies etc. badges, when earned can be used towards accolades. so how about a hybrid of these systems where badges can be earned and traded against accolade paths that give tangible benefits. once traded, the badge would have to be re-earned to be traded again. (badgers get to farm multiple badges!)

now, there's a lot of possibilities so I've named a few with some achievement points that are for guideline purposes only , please feel free to tell me if they are too high/hard or too low. badges are named hero side first then villain and the combinations (the few I did up) are listed below.

note: only the leadership badges give rise to team affecting benefits and only while the holder is the team leader.

anyway, see what you think. if its [censored] then fair enough. its just a random musing (its quite hard to think up benefits that dont break the game but are still worthwhile! especially if you take into account that any one character can hold multiple benefits)

----------------------

Leadership:

Inspirational / Intimidating :
complete 50 missions as a team leader


Trailblazer / Tyrant :
complete two Safeguard / Mayhem Missions as team leader


Dynamic / Despot:
Complete two Task Forces / Strike Forces as Team Leader



-------------------------------
Fame

Breaking News / Dark Cloud
earn 100,000 inf as part of a team

Rising Star / Glory Hunter:
earn 350,000 inf as part of a team

Sensation / Disaster
earn 1,000,000 inf as part of a team


--------------------------------
Defense

Stoic / Meatshield:
Take 350,000 damage as part of a team

Selfless / Useful:
Take 700,000 damage as part of a team

Heroic / Gullible:
Take 1,250,000 damage as part of a team

---------------------------------
Exploration

Curious / Annoying:
Complete 5 missions in 5 different zones as part of a team


Worldly / Vagabond:
Complete 10 missions in 10 zones as part of a team

----------------------------------
Offense

Motivated / Eager:
Deal 125,000 damage as part of a team

Efficient / Bloodthirsty
Deal 500,000 damage as part of a team

Just / NBK (natural born killer for those of you too young to remember )
Deal 1,500,000 damage as part of a team


-----------------------------------
Healing

Medic! / Cutter :
heal 100,000 damage as part of a team

Healer / Bonesaw:
heal 350,000 damage as part of a team

Physician / Butcher:
heal 900,000 damage as part of a team

------------------------------------
Mez

Supporter / Freeloader:
use holds / immobilise / sleep / disorient / stun on enemies for ? minutes ?

Tilter of Scales / Opportunistic:
use holds / immobilise / sleep / disorient / stun on enemies for ? minutes ?

Playmaker / Enabler:
use holds / immobilise / sleep / disorient / stun on enemies for ? minutes ?

-------------------------------------
Subtlety

scout / Sneak:
be under the influence of stealth or invisibility on a mission with a team for ?

forward Observer / Decoy:
be under the influence of stealth or invisibility on a mission with a team for ?

intelligence / Coward:
be under the influence of stealth or invisibility on a mission with a team for ?



each badge has a counter, once the level for a badge is reached the title can be taken and the counter is reset to zero:

ie: a hero has enough leadership points to earn the inspirational badge but the player decides to not earn the title and to push on for the trailblazer title.

Each badge gives an ability or a badge can be combined with another to give another benefit, if combined, the badge can be earned again

benefits:
Benefits are gained when a player trades in a badge in combination with another. The badges are then lost and must be earned again:

Leadership + Defense:
1 + 1 While leader: all team members gain +1 % HP
1 + 2 While leader: all team members gain +1 % Regen Rate
1 + 3 While leader: all team members gain +2 % Regen Rate
2 + 1 While leader: all team members gain +1 % Res vs Smashing / lethal
2 + 2 While leader: all team members gain +2 % HP
2 + 3 While leader: all team members gain +3 % regen rate
3 + 1 While leader: all team members gain +2 % Res vs smashing / lethal
3 + 2 While leader: all team members gain +3 % Res vs Smashing / Lethal
3 + 3 While leader: all team members gain +3 % HP

Leadership + Fame:
While leader all members gain:
1 + 1 +1% prestige
1 + 2 +2% inf
1 + 3 +3% inf
2 + 1 +1% XP
2 + 2 +2% prestige
2 + 3 +5% inf
3 + 1 +2% XP
3 + 2 +3% XP
3 + 3 +3% prestige


Leadership + Offense:
While leader all members gain:
1 + 1 +1% damage
1 + 2 +1% chance of stun
1 + 3 +2% chance of stun
2 + 1 +1% chance fear (immob)
2 + 2 +2% damage
2 + 3 +3% chance of stun
3 + 1 +2% chance of fear (immob)
3 + 2 +3% chance of fear (immob)
3 + 3 +3% damage


Leadership + Exploration
While leader all members gain:
1 + 1 +3% run speed
1 + 2 +3% movement speed
2 + 1 +2% def vs slow / immob
2 + 2 +7% run speed
3 + 1 +3% def vs slow / immob
3 + 2 +5% def vs slow / immob

leadership + Healing:
While leader all members gain:
1 + 1 +1% recovery rate
1 + 2 +2% heal mod on healing powers
1 + 3 +3% heal mod on healing powers
2 + 1 +1% debt protection
2 + 2 +2% recovery rate
2 + 3 +4% heal mod on healing powers
3 + 1 +2% debt protection
3 + 2 +3% debt protection
3 + 3 +3% recovery rate

Leadership + Mez :
While leader all members gain:
1 + 1 +2% mez duration
1 + 2 + .1 mez magnitude
1 + 3 + .2 mez magnitude
2 + 1 -1% end cost
2 + 2 +3% mez duration
2 + 3 + .3 mez magnitude
3 + 1 -2% end cost
3 + 2 -3% end cost
3 + 3 +4% mez duration


Leadership + subtlety:
While leader all members gain:
1 + 1 no idea, perhaps a combo of stealth duration / end cost and less aggro range ?
1 + 2
1 + 3
2 + 1
2 + 2
2 + 3
3 + 1
3 + 2
3 + 3



Fame + Defense:
While on a team:
1 + 1 you gain +1% hp
1 + 2 you gain +1% def vs energy/fire/cold
1 + 3 you gain +2% def vs energy/fire/cold
2 + 1 you gain +1% inf
2 + 2 you gain +1% hp
2 + 3 you gain +3% def vs energy/fire/cold
3 + 1 you gain +1% inf
3 + 2 you gain +1% inf
3 + 3 you gain +1% hp

Fame + Exploration:
While on a team you gain:
1 + 1 +1% movement rate
1 + 2 +1% movement rate
2 + 1 +1% inf
2 + 2 +2% movement rate
3 + 1 +1% inf
3 + 2 +1% inf

Fame + Offense:
while on a team you gain:
1 + 1 +1% damage
1 + 2 +1% xp debt protection
1 + 3 +1% xp debt protection
2 + 1 +1% inf
2 + 2 +1% damage
2 + 3 +1% debt protection
3 + 1 +1% inf
3 + 2 +1% inf
3 + 3 +1% damage

Fame + healing:
while on a team you gain:
1 + 1 +1% healing mod
1 + 2 +1% regen rate
1 + 3 +1% regen rate
2 + 1 +1% end. reduction
2 + 2 +1% healing mod
2 + 3 +1% regen rate
3 + 1 +1% end reduction
3 + 2 +1% end reduction
3 + 3 +1% healing mod

anyway, thanks for reading this far (or skipping to here). all comments, criticisms are welcome or, even better, any additional suggestions for further badge sets and combinations / benefits.


 

Posted

Several badge titles you proposed are already in use. The idea itself is intriguing but could obviously use a bit of fine-tuning. Also, some of the effects I'm unsure if the game is capable of tracking, but I do realize these are probably mostly examples.


 

Posted

This is really cool idea, you can never have to many badges - although I found the whole idea of 'trading in' your time for a badge a little hard to follow until I reread it.

Personally I would keep the the badge system as is, and maybe just up everything a little instead of having to restart.

Also I wouldn't have so many different Acclodes - maybe have more things combined to get an acclode with a simple boost/temp power. For example you have Leadership and Fame as the two standard and combine each with 2 or 3 of the other sets to get a handful of acclodes. Just my thoughts though.

Oh and the Gullible badge for the Villain damage taken made me laugh!


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Posted

[ QUOTE ]
although I found the whole idea of 'trading in' your time for a badge a little hard to follow until I reread it.

[/ QUOTE ]

sorry, wasnt really paying too much attention to the wording. essentially , the badge is a form of Merit that you can either keep or spend on another badge that you keep. (the effects section would , preferably, have titles)

oh, and as to the titles alreayd in use, I didnt really research the badge names i just wrote down what I thought would fit. I'm sure a quick scan of Roget's thesaurus would correct that

[ QUOTE ]


Personally I would keep the the badge system as is, and maybe just up everything a little instead of having to restart.


[/ QUOTE ]

the badge system is essentially the same, you earn a badge. you earn an accolade and you get a power. however, in this system, the accolade has multiple levels of power (cumulative). if you're happy with a 1% bonus, thats cool. if you want the badge, again, thats cool, if you want the 3% bonus, you'll have to put some serious teaming effort in.
Upping the targets and having the accolade build up as you go would be an idea alright.

[ QUOTE ]

Also I wouldn't have so many different Acclodes - maybe have more things combined to get an acclode with a simple boost/temp power. For example you have Leadership and Fame as the two standard and combine each with 2 or 3 of the other sets to get a handful of acclodes. Just my thoughts though.


[/ QUOTE ]

I can see where you are coming from and I do agree to a certain extent. however my hope was to create enough variants to allow everyone to play to their character's strengths or weaknesses. Empaths/pain dominators will obviously get the healing badges/accolade faster than anyone else , especially the Fame/healing mix but they will need to start teams to get leadership (or take the reigns in a hopefully polite way), whereas everyone has an equal chance of the exploration portion of the list. for me, this variety will lead to more diversity among team members and team leaders and, if balanced right, will encourage teams because of the benefits to be gained from being part of it.

[ QUOTE ]


Oh and the Gullible badge for the Villain damage taken made me laugh!

[/ QUOTE ]


 

Posted

Frankly, I don't see how this will encourage teaming... IMVHO problem with teams (or lack of them), isn't lack of reward, or that topic that is now rightfully under insta-ban, it's that... Well, nott enough people wanting to _lead_ them... Everybody seems to be waiting to be invited, at least on low LVLs...


 

Posted

which is why I've set the first batch of badges, and the only ones to give a team benefit to be leadership based.

perhaps throwing in an inf bonus for the team leader as well might encourage leaders to create teams (using the logic that team leaders are usually the ones that gain the fame and fortune...) ?


 

Posted

also, the leadership badges are mission based and not xp/level etc so alts of any level can achieve them (well, except the task/strike force one but thats just 10th level to run the first task force) which should encourage low level alts to start teams to earn teh badges earlier.


 

Posted

so in all, you need to be 24/7 on a team and play with them to even get some of the lvl 2 badges......not my cup of tea.


 

Posted

well, the target numbers were only really a guideline but I dont think they should be too low either. the leadership and exploration ones are quite easy to earn and could be earned by about 12th level or so (run posi's TF twice for the 3rd rank). approx 10 missions per arc + newspaper missions = <5 arcs to earn first badge (well, that could be less I suppose).

Any suggestions on the target levels would be appreciated.

the aim is to simulate teamwork and hte character being used to being part of a team. a solo player who joins a team is not hampered in any way but a 100% team player will gain benefits that increase his performance within a group.

this , in my opinion, would encourage people to join teams and to start teams (for leadership badges).

My only concern would be "give me the star I have X ability and you have nothing" calls which wouldnt be fair to those earning the badges.


 

Posted

[ QUOTE ]
which is why I've set the first batch of badges, and the only ones to give a team benefit to be leadership based.

perhaps throwing in an inf bonus for the team leader as well might encourage leaders to create teams (using the logic that team leaders are usually the ones that gain the fame and fortune...) ?

[/ QUOTE ]
Well... Nothing personal, but...
How would you convince people to let you lead, if you DON'T have badge bonuses yet? Plus, hardest and most important task of a star is assembling the team, after what it isn't that different from good regular team tanking/blasting/buffing/whatever, yet this is totally overlooked by these badges system. In fact it actively encourages passing star to whoever has coolest badge, and INF bonus would add injury to insult.


 

Posted

I like the concept a lot. I am still unsure about trading badges... I would rather each badge earned sequentially, like debt or damage badges etc

nice suggestion



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