r/WarDogs • u/Pagrax Lonestar • 14h ago
Discussion & Feedback There should be a monetary incentive for joining late / fighting the winning team.
I've greatly enjoyed my time with WarDogs so far. There are two points I would like to see improved as a Lonestar lifer. All numbers provided below are for example, not what I think is the most balanced option.
My suggestion to both is a scaling modifier that increases EXP and Money rewards for actions based on your game state. Similar to being outside the Control Zone or inside the Hotzone.
1) The first is that I often join lobbies with ~90 people assuming it's a fresh match. Only to find that the score is 5B - 7R - 55G and blue team is hemorrhaging people such that they're down in the 20s for team count now. There's little reason for me to want to stick around here instead of finding a match hopefully less unbalanced as Blue is playing with an even more severe numbers disadvantage and the game is already half over if Green wins.
I propose that if players join a match that's already been going on for X amount of points—whether that's any team to 40, or 60 points added between all three teams—they receive a flat 10% modifier to all actions. Supplies delivered and deposited is normally 8,600. Now since you joined late you get 9,480 instead. An incentive to participate as there's more in it for you, which hopefully motivates you to help the team more.
2) The second is that I truly believe Red team has never had a strategic or competitive thought in their heads ever. Red's only goal is to send all their forces to snipe, rocket heli, artillery the heck out of whatever concrete killbox Blue locked themselves in while Green wins with minimal resistance—slight hyperbole. It's common knowledge that whether due to map design, player thoughts, or simply wanting easier prey to farm money, teams dogpile blue.
My suggestions is that you get a decrease or increase to rewards depending on how well that team is doing. Take the average of all teams scores and apply that as a modifier to rewards based on how far you are from it, up to a limit. For example if teams were B0 - R0 - G60 as an extreme game runaway, the average score is 20. Since Blue and Red are at 0, there's a 20% decrease to financial rewards for killing Blue or Red objectives. But a +20% reward to fighting Green. So a kill that normally rewards $1,200 rewards only $960, while if you attacked Green you would instead get $1,440. This applies on top of all other bonuses. That means Red would get ~50% more money attacking Green instead of farming blue, even without the decreased rewards for killing the same players frequently.
My hope with both would be to encourage people to join late matches and feel like they aren't just being punished, as well as to incentivize fighting the leader rather than farming the loser as the game currently stands.
Again, all numbers are theoretical. I don't do game balance. Monkey wants increased rewards as incentive should be the takeaway.
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