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Re: Award for killing spawns

Posted: Sat Sep 26, 2015 9:39 pm UTC
by lamefun

Super-true.


Re: Award for killing spawns

Posted: Thu Oct 22, 2015 3:29 pm UTC
by Viech
GORE wrote:

As topic. Can someone explain why no reward? It makes no sense, if it is the most important building in the game and you manage to kill one and get no reward.

To give a precise answer to a precise question, if you're killing enemy spawns then you're already winning the game, given that there only is a sane number of well protected enemy spawns on the map (which there will be, in particular, when they yield your team credits on destruction).

Getting more abstract, it's true that it would be nice to have a sufficient income in both momentum and credits if the enemy manages to turtle for whatever reason (whether they want to because it's too good for their economy compared to attacking or whether they have to because they lost map control). The momentum part is already solved by awarding momentum for base expansion and building in general. The credit part is what's lacking. As Ishq outlined, there are problems associated with awarding credits for structure kills. What this also doesn't solve is the situation where the enemy camp is so strong that killing structures is hardly possible without already having a certain economic advantage. Despite those two reasons I'm not strictly against rewarding structure kills with credits. However, I prefer to look for different approaches as our current credit system has nice asymptotic properties as outlined here.


Re: Award for killing spawns

Posted: Mon Oct 23, 2017 8:56 am UTC
by Ishq

I agree to some extent. We definitely want to reward killing bases, especially critical structures like drills/leeches/spawns/OM/RC, but we also don't want to penalize teams for building forwards either. Perhaps the best way to do this, and something I've been meaning to do for a while now is to scale rewards (momentum and monetary) for killing structures with the distance to the main buildable. ie, forwards give less money/momentum, while structures close to the OM/RC will net much more. What do you think?


Re: Award for killing spawns

Posted: Mon Oct 23, 2017 9:15 am UTC
by illwieckz

It would mean forward bases are more disposable, it can encourage to build them in either way (territory capture is less risky), but in another way by making the territory disposable, it does not encourage to defend it a lot, so in long term it probably discourage the capture despite the short term first impression. In fact, the game is already heavily centralized because of the single point of failure which are RC and OM, I'm not sure we need to increase the centralization more, it's probably strong enough.