Planting the bomb in a detonation (EMP) battle should count towards beacon capture and/or disable contacts.
Planting the bomb in a detonation (EMP) battle should count towards beacon capture and/or disable contacts.
Once more, I don’t understand why a faction should pay you for destroying a station, when they said you had to capture or disable a beacon.
Is like being tasked with hunting down a submarine, but you shot down a plane. Good job soldier, but that was not your task.
Contracts about taking down stations would be neat. It may encourage ppl on planting bombs.
Once more, I don’t understand why a faction should pay you for destroying a station, when they said you had to capture or disable a beacon.
Is like being tasked with hunting down a submarine, but you shot down a plane. Good job soldier, but that was not your task.
Explain to us, oh wise one, how destroying a station is not disabling it. You make as much sense as ever. :crazy:
Explain to us, oh wise one, how destroying a station is not disabling it. You make as much sense as ever. :crazy:
Station ≠ Beacon
Beacon:
Station:
Just found them on Google, don’t mind me.
(Navigation) beacon, “Nav Station”, same thing. They’re even in the same spots. You know it.
But they are not the same things, you take beacons to collect data from the enemy, and you destroy stations for… whatever, I don’t know. The buildings are different, and they should have separate contracts if you ask me.
The buildings are different, and they should have separate contracts if you ask me.
You cannot assist a bomb plant so no, you cannot reasonably create a separate contract for that.
You cannot assist a bomb plant so no, you cannot reasonably create a separate contract for that.
Example: Contract: 10k Vouchers, Plant 1 EMB bomb.
I don’t think it’s that hard and/or bad.
Example: Contract: 10k Vouchers, Plant 1 EMB bomb.
I don’t think it’s that hard and/or bad.
Considering other 10k contracts are to assist the destruction of a single ship with missiles that’s super hard. You can only fulfill it in a single battlegame mode and at most 5 players can complete that contract in that battle, realistically less.
Considering other 10k contracts are to assist the destruction of a single ship with missiles that’s super hard. You can only fulfill it in a single battle and at most 5 players can complete that contract in that battle, realistically less.
Well everything is about to “balance” the vouchers, cooldown, rank, etc. But that’s my idea basically.
You should be able to pick contracts while the battle is loading so you can pick them according to the game mode.
You should be able to pick contracts while the battle is loading so you can pick them according to the game mode.
Totally agree. That sounds like an excellent forum post in and of itself.
Can you imagine a mercenary saying, “Oh, these contracts look good, now let’s go fight somewhere totally unrelated!” … and yet, that’s the way the game works right now. To tweak your suggestion - You should only be presented with contract options that are possible for that battle. So, it won’t even show you any beacon contracts if you’re in a captain battle, for instance (or gray them out, or otherwise indicate they are n/a).
Conversely, you could be disallowed from signing conflicting contracts in the first place, and the game would only put you into a battle in which you could fulfil the contracts you’ve signed.
To tweak your suggestion - You should only be presented with contract options that are possible for that battle.
Would love that!
Yeah, I don’t like the idea of a contract to plant a bomb. It would always be the hardest contract – unless the game counted “picking up the bomb” as an “assist” and you could complete it that way too … but then it might be a kindof easy contract. So, that’s ok though, for maybe a 1500 contract or something. (It would be silly to make it a rank 4 or lower contract, since there are no bomb battles in tier one.)
Allowing you to chose contracts in battle or spawn screen maybe makes it easier to complete contracts as you can chose the ones you can actually complete. But is that really necessary, no, I usually have a diverse set of contracts.
Completing a beacon contract by planting a EMP doesn’t make sense. If you really want a contract then make a separate contract. Does this give people an incentive to go more for the objective? Maybe a little bit. Don’t you remember how many times players don’t capture or protect beacons and just go for the kills?
Does this give people an incentive to go more for the objective? Maybe a little bit. Don’t you remember how many times players don’t capture or protect beacons and just go for the kills?
Actually it would improve the situation. Currently I try to always have kill contracts active in case I get placed into a battle which has no beacons. Mission objectives are currently secondary to contracts to me, but if it was possible to select contracts to match the mission then playing for the win became a priority again (unless I’m playing for synergy). Ideally they’d do away with the contract system and let us learn loyalty the same way we used to earn reputation. Or even better do away with all the separate “currencies”, there’s nothing I dislike more in games.
Yes priories shift. What was one day vouchers is the other day credits or synergy or just getting your WLR or SR back up because it took a dump as you had other priorities…
Adding the contract selection to the spawn screen would take quite some effort for the devs to do and they would need to make the 1st spawn time a little bit longer than it is now.
Nevertheless good suggestion and hope they put it in the game, some day.
Contracts about taking down stations would be neat. It may encourage ppl on planting bombs.
Ok, I’m a little late replying but…WTF? Why on earth would you not want to encourage planting bombs? In any given detonation match, there are only three chances. It would become one of the hardest contracts in a 12v12, and still difficult in a 4v4. Besides, it’d be a contract for purely trying to win.
Good idea. Mixing deto points into beacon capture points is going to shorten the time required to get those crazy 15 beacon-contracts done.
Maybe adding plant assist point and station defend point into beacon-contracts would be even better:
Plant Assist Point (PAP) = being in a 3000m range when the bomb is armed. One PAP equals the effect of one beacon capture point.
Station Defend Point (SDP) = successfully destroy or assist the destruction of enemy bomber. Two SDP equals the effect of one beacon capture point.
Well, this won’t be too easy to implement. But looking at a long term, this could become true.