Zachary Myers (Rugged Savior, Xbox 360)
December 31, 2012
The Spending System is a reward structure that grants points to the player who pursues the objectives. The amount of points given is dependent upon both the consistency and skill of those pursuits. Once any number of points are gained, they will remain on the player until they are spent. Death does NOT reduce or completely reset the amount of points the player has earned (unless it were adjusted in private match).
**The ONLY method of losing the points you gained, is if you were to kill your teammate when Friendly Fire is enabled. Points cannot go below 0**
**Example of the Spending System (Taken from Black Ops 2)**
Reward Costs (examples):
UAV – 15 points
Extra Perk (temporary) – 15 points
CUAV – 20 points
Ballistic Vests – 30 points
Airstrike – 45 points
Helicopter – 70 points
Recon Drone – 95 points
Reaper – 100 points
Orbital VSAT – 110 points
Tactical Nuke – 2000 points (joke)
Player has: 90 points
Can spend it on – UAV 15, CUAV 20, airstrike 45 – 10 points left
Can spend it on – Helicopter 70, Uav 15 – 5 points left
We are used to having 3 rewards selected. I believe it should be increased to 6. Scrolling through all 6 rewards can be done by pressing up and down on the D-Pad (Xbox/PS3). An additional option to view the ENTIRE list of rewards can be performed with a specific button combination that is currently unknown.
The following list is an example of how certain game modes reward the player. Notice how kills have more point gains in Team Deathmatch and Free For All, but not in Kill Confirmed. Various killing actions will only be rewarding if they physically contributed to the objectives at hand.
Universal Point Gains:
Destroying Air Support: Points vary depending on what was destroyed
Rescues: 4 points (More if that player was on an objective)
Destroying Enemy Equipment: Varies
Hacking Enemy Equipment/Rewards: Varies
Team Deathmatch & Free For All:
Kills: 4 Points
Assists: 2 points (TDM only)
Headshots: 2 points
2X – 4 points
3X – 6 Points
4X – 8 points
5 Kill Spree: 10 points
10 Kill Spree: 20 points
15 Kill Spree: 30 points
20 Kill Spree: 50 points
25 Kill Spree: Tactical Nuke (Just Kidding)
Kills: 0 points
Gold Tags: 8 points (tags left by an enemy that YOU killed)
Silver Tags: 4 Points to the collector / 4 points to the killer (tags left by an enemy your teammate killed)
Red tags: 3 points (0 Points for denying our own tags—prevents boosting)
Sweeper: 8 points (Collected 3+ various tags, except your own, in quick succession)
Gold Rush: 14 points (Collected 3+ gold tags in quick succession)
Tag Master: 18 points (Collected 10 various tags, except your own, without dying)
Tag Obsession: 30 points (Collected 20 various tags, except your own, without dying)
Tag Defense: Points vary based on distance--Killed a player drawing close to a confirm or deny
Domination & Headquarters:
Kills: 0 points
Securing Starting A/C Position: 4 points (Domination Only)
Captures: 12 points (20 points in HQ)
Defends: 8 Points
Offensives: 6 Points
Capture Kills: 6 Points
Capture Assist: 5 points (If an ally secured the objective after you died while securing yourself)
Defend Assist: 4 Points (if you damaged an enemy who was trying to take your position)
Secure Effort: 1 Point Per every 10 % of the objective you tried to capture before dying (2 points in HQ)
Capture Master: 8 points (secured a position alone)
Team Effort: 8 points (secured a position with 3+ players, not including the A/C flag in the beginning)
Kills: 2 points
Assists: 1 point
Capture: 10 points
Secure Duration: 2 points every 2 seconds spent remaining on the objective
Defense: 8 points
Defense Assists: 4 points
Contesting: 4 points
Fortified: 15 points (spend a total of 30 seconds on the Hardpoint without dying)
Impenetrable: 30 points (spend a total of 60 seconds on the Hardpoint without dying)
What do you think? Please offer mature feedback. Thank you for reading!
This system is from Homfront and it will never happen in cod
its good as its now
What exactly makes it not work?
would lose its ''call of duty-nessky feel'' , the scorestreak system does feel like call of duty, you just get bonus for playing objective/assist
Things change and expand. Killstreaks became Pointstreaks. Point streaks became Scorestreaks. With each change, it expanded upon objective play, but not in a potent form.
Many changes should be considered and made in order to make the game balanced and functional. Just because something is nostalgic, doesn't mean it's perfect.
FYI - This is not the support strike package or another form of "welfare" reward system you may think it is. Rewards come to those who pursue objectives frequently, in addtion to the skill presented.
Punishment, in regards to the rewards you may not earn, comes with avoiding objectives and not being a team player (shooting down air support or destroying enemy equipment).
Direct and Indirect - If you are pursuing objectives ie planting bombs, confirming tags, etc. you will receive the most points. Indirect revolves around killing opponents that are drawing proximity from the objectives, who are harming friendly players that are securing or planting, etc. It may not be as rewarding, but they still offer decent points.
**Indirect justifies the slayer's killing actions. The more points that are rewarded, the more neccessary their killings were.**
Skill Based - This occurs when directly or indirectly pursuing objectives without dying. A tremendous amount of points are added, but only if specific direct and indirect actions are performed a multitude of times in one life. Such rewards include capping 3 flags in Domination (except the starting flag) without dying, defending 5 teammates without dying, and collecting 10 tags in KC without dying.
Team Player - A small, but decent amount of points can also be earned by destroying equipment, enemy rewards, and rescuing any teammate from death. Additional skill based points CANNOT be earned for destroying set number of equipment/enemy rewards in one life.
I don't know if you covered it, but you should get a certain amount subracted for each death, and more points for streaks.
It'll destroy the aspect of improving objective play. It's the reason why the reward idea exists.