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Thread Statistics | Show CCP posts - 12 post(s) |

Kelron Queldine
Beyond Divinity Inc
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Posted - 2009.07.01 17:13:00 -
[1]
What's the reasoning behind handing out extra rewards for faction warfare kills beyond what everyone else gets out of PvP (i.e. loot and fun)? I'm fine with them getting some rewards for plex capture, because that will go some way towards turning them into the PvP battles I assume they were intended to be, but I don't understand why they need extra rewards for kills. |

Kelron Queldine
Beyond Divinity Inc
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Posted - 2009.07.01 17:54:00 -
[2]
Originally by: Raimo
Originally by: Kelron Queldine What's the reasoning behind handing out extra rewards for faction warfare kills beyond what everyone else gets out of PvP (i.e. loot and fun)? I'm fine with them getting some rewards for plex capture, because that will go some way towards turning them into the PvP battles I assume they were intended to be, but I don't understand why they need extra rewards for kills.
Hehe, pirate tears! :P
It's hayfever.
Serious question though, I'd like to know why CCP think direct LP for kills is needed. LP for plex capture without LP for kills would in fact encourage the FW gangs to capture plexes rather than have roaming blobs. It may even be possible to scale the LP rewards depending on the level of defense, so capturing an undefended plex is worth less than capturing it after a fleet fight. |

Kelron Queldine
Beyond Divinity Inc
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Posted - 2009.07.02 01:05:00 -
[3]
Originally by: Matthew
Originally by: Kelron Queldine What's the reasoning behind handing out extra rewards for faction warfare kills beyond what everyone else gets out of PvP (i.e. loot and fun)? I'm fine with them getting some rewards for plex capture, because that will go some way towards turning them into the PvP battles I assume they were intended to be, but I don't understand why they need extra rewards for kills.
I know what you're getting at, however it all centers around CCP's vision that fights as part of professions should be about something, not just two people randomly shooting each other (which while perfectly permitted, is not designed to be a self-sufficient occupation).
etc
Apart from the roleplay aspect of FW, it's already a kind of soft option for getting into PvP. You can get regular fights without either moving to 0.0 or losing your high sec access. No other form of PvP has direct rewards for kills past the loot and occasional bounties and I don't see why FW should be any different. I agree with what you say about territorial control, and if CCP want to incentivise FW it should be done in a way that encourages fighting over systems rather than just fighting for the sake of it. |
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