When you kill a member of the opposite faction, you gain something. Be it klingon honour, starfleet merit, BO skill points or character skill points. And also have it based off the level of the player killed in comparison to your own. 0 level difference = decent amount of points. -5 level difference = very little points. +5 level difference = quite a few points.
It'd be a cool way to get a little extra XP or some form of bonus. It would hurt guys who heal more than pew pew though; so maybe give an "assist" to a healer or debuffer who helped on a kill.
You'd have to put in diminishing returns to prevent the exploit of course. WAR and CoX if memory serves had a thing where it would go "you got less or no reward because you killed <so and so> too recently". And if you did something like this, you'd want to give a "revenge" bonus for getting the guy who just killed you.
It'd be a cool way to get a little extra XP or some form of bonus. It would hurt guys who heal more than pew pew though; so maybe give an "assist" to a healer or debuffer who helped on a kill.
Not really. In WoW, if you participated in the kill - which translates as being nearby, have a buff, heal, dot or direct attack involved in the kill, you would get the same as the person who did the killing.
You'd have to put in diminishing returns to prevent the exploit of course. WAR and CoX if memory serves had a thing where it would go "you got less or no reward because you killed <so and so> too recently". And if you did something like this, you'd want to give a "revenge" bonus for getting the guy who just killed you.
Again, i dont think it would be needed, as the benefit for killing would amount to about the same as killing an npc if it was skill points. In wow, you get ganked, you respawn elsewhere where you have to find them, negating the whole need for an exploit prevention.
Not really. In WoW, if you participated in the kill - which translates as being nearby, have a buff, heal, dot or direct attack involved in the kill, you would get the same as the person who did the killing.
Right, which means they would need to also add that here as well. Currently in PvP I don't know if you get kill credit for all support actions.
Again, i dont think it would be needed, as the benefit for killing would amount to about the same as killing an npc if it was skill points. In wow, you get ganked, you respawn elsewhere where you have to find them, negating the whole need for an exploit prevention.
I guess I have less faith in the general MMO playerbase. WAR and CoX both had to implement the diminishing returns feature despite having distances between spawn points. It's too easy to HK farm others for steady XP. All you'd have to do to exploit it is start a cap and hold private match with 2 players, unequip your shields, and just warp to the middle each respawn and then trade deaths with each other quickly.
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You'd have to put in diminishing returns to prevent the exploit of course. WAR and CoX if memory serves had a thing where it would go "you got less or no reward because you killed <so and so> too recently". And if you did something like this, you'd want to give a "revenge" bonus for getting the guy who just killed you.
Again, i dont think it would be needed, as the benefit for killing would amount to about the same as killing an npc if it was skill points. In wow, you get ganked, you respawn elsewhere where you have to find them, negating the whole need for an exploit prevention.
Right, which means they would need to also add that here as well. Currently in PvP I don't know if you get kill credit for all support actions.
I guess I have less faith in the general MMO playerbase. WAR and CoX both had to implement the diminishing returns feature despite having distances between spawn points. It's too easy to HK farm others for steady XP. All you'd have to do to exploit it is start a cap and hold private match with 2 players, unequip your shields, and just warp to the middle each respawn and then trade deaths with each other quickly.