I was thinking the other day when I was gaming. What if the CQ system was revamped to work for players that are trying to advance there experience against RSI with high/very high CQ numbers. What I am saying is if a RSI that has a low CQ level could do better with gaining CQ by killing a RSI with CQ class level higher then their own. For instance killing a Class Level 4 RSI with CQ levels of > (6000) CQ would get you (5) CQ points.
Class Level 1 RSI (0-1000) = 2 CQ points
Class Level 2 RSI (1000-3000) = 3 CQ points
Class Level 3 RSI (3000-6000) = 4 CQ points
Class Level 4 RSI > (6000) = 5 CQ points
Now these numbers are just an example to give you a visual, but you see what I mean? I know that might cause a little more work for the DEVs, but hope you could see the benefits in it. What are yall feelings?
Works in theory. I still believe however, that the aim of the game isn't to collect cq's. If this was a fps, then cq's should absolutely be rewarded, and players ranked as befits their totals. As this isn't, and the overall aim is not to gain cq's (even on Vector), I'm not sure that cq's should be anything more than tools for bragging rights.
I'm sure there are a huge amount of people who disagree with me, and feel as though their cq's warrant acknowledgement. I'm just providing the point of view of someone who isn't concerned with cq's, and doesn't want to be forced into doing so in order to collect otherwise unattainable rewards.
*Upon realising how way off topic I am*
There are many systems for providing more of a motivation for avid cq hunters. I think this is as good as any I've seen, and it'll be interesting to see what is done with cq's in the future.
Okay here's a noob question: What does 'CQ' stand for? NB; I'm not asking what they are or how you get them, I mean what do the letters mean - or what is it the abbreviation for? Oh, and I think greater rewards for more difficult targets is a good idea.. I mean, it's how our exp gains work right?
Works in theory. I still believe however, that the aim of the game isn't to collect cq's. If this was a fps, then cq's should absolutely be rewarded, and players ranked as befits their totals. As this isn't, and the overall aim is not to gain cq's (even on Vector), I'm not sure that cq's should be anything more than tools for bragging rights. I'm sure there are a huge amount of people who disagree with me, and feel as though their cq's warrant acknowledgement. I'm just providing the point of view of someone who isn't concerned with cq's, and doesn't want to be forced into doing so in order to collect otherwise unattainable rewards. *Upon realising how way off topic I am*There are many systems for providing more of a motivation for avid cq hunters. I think this is as good as any I've seen, and it'll be interesting to see what is done with cq's in the future.
Not a fan of this idea for a few reasons.
1. the players with higher cq counts earned their cq counts one at a time, so you'd completly shaft them.
2. you basicaly are putting a sign on the backs of players with really high cq counts that says "punt me, im worth alot of cq's"
3. until CQ's do something, there's no need.
I think 6000 is a bit low for the highest class.. but good idea overall. I think any meaningful CQ ranking system would require a CQ reset, though, which I'm sure would not be met favorably by many. Many vets have high CQ from pre-merge days, where you could CQ by just being on a team, regardless of distance or if the people you were killing had DE or not. (Plus there was a ton more people to kill back then...)
So all vets should also be reset to level 2 because it was much easier to hit level 50 back then?
Thats the point the RSIs with high CQ will attract the best fighters and so on. RSI that want their day in the spot light could find dueling higher classes of RSI very benefical because it will help them get closer to a high CQ level in a smaller amount of time.
to go with your system I would be targeted over another player just because of my CQ count. One could view this as the system encouraging harassment during pvp.
There need not be a system to encourage players to attack one person over another for no tactical or logical reason other than they're rewarded more for it. Not to mention for a veteran pvp'er, your already enough of a target due to the fact people know you, chances are you've pis.sed off people along the way, and in general because people think they're somehow proving themself by killing a well known veteran pvp'er often noted by the server community for being good at the game. There's enough reasons that people will gun for one player over another than to have a system implimented to encourage it.
I made this post on the cq thread below but it is relevent here for all the same reasons and I cba to reword it
I like the idea of a ranking system but it should reflect both the intensity and the quality of you pvp. In this regard somewhat like Itaki proposed way back I'd suggest;
Solo Kills are rated according to the level of the opponent (cq's now list the dead persons name so this should be possible) cq=opponentlevel-playerlevel+3 (0<cq<5) ie.
I would not be in favour of any cq reset, like my flit gun, my beta items et al cq's are an aspect/record of my MxO todate (many of us who have been asking for something like this since the begining are now pvp'd out =/) but this system changes the value of cq's without dismissing the last 24months entirely. It also encourages lower levels to get involved (maybe even upto and including level 49 you could have an option to trade cq's for exp)