With bobby working on an experiment to make the pre-round ‘chow time’ more impactful, and introduce more pre-drop RP, I kept being hit with the thought of, basically, “well most of the players I know rush squad prep/req so their guns aren’t shit”, and how, effectively, any attempt to make the predrop time have more RP would need to remove the incentives to speedrun to squadprep/req/medline.
With that in mind, what are the incentives to speedrun to these things?
- Some people just want to get geared up as fast as possible so they can take a leak/afk until the game starts, no amount of ‘nudging’ towards RP will fix this.
- Many people do not want to have to play the game without their weapons having the right attachments, magharn being the biggest example of this.
- People may have a build in mind that uses a certain niche weapon, often times req has <10 of these to pass around >100 marines, and so they want to guarantee they get to play with the weapon they want
- Being fast gives you access to items that otherwise may be unobtainable, or cost a lot of prep points that could go towards items that are otherwise unable to be obtained-- e.g. “I ran to grab one of the 2 binocs from my squad prep, so that way I have enough points for a medhud that I have no other route to obtain!” – There are a lot of items like this.
- Medics have to contend with the medline, and the (probably unskilled) doctors manning it, between doctor skill and the power system, the earlier you get there, the less likely you are to spend all your time waiting in a line. (I fairly often miss first drop as an HM due to medline, and that’s just asking for IA and FE!)
- Speedrunning can give you access to items that you just otherwise can’t get. Large mag/shotty shell pouches, autoinjector pouches, Mk1s, are very scarce in req and are a pretty hefty boost in capability, combined with the critically low amount this is a strong incentive to rush to req as fast as possible.
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There are other reasons, but this is a pretty good overview.
The overarching ‘theme’ of this list is scarcity. When you have items that are scarce, and distributed first-come, first-serve, there will always be an incentive to “race” for them.
Scarcity is a pretty big part of the design for the game, if every marine could vend as many AP mags as they wanted, it’d throw the balance around a lot, but equally, having one guy run over and grab all the AP in squad prep sucks, and the current system encourages them to do that, which encourages everyone else to try and race them to it.
The vendor points system obviously is an attempt to alleviate this, but the issue is that the points vendor contains a number of items that are, for all intents and purposes, unobtainable or much more scarce elsewhere, meaning you are heavily incentivized to save the points and instead grab as many “freebies” as possible. The binocs are a good example of this. each squad prep vendor might have 2-3, req usually has around 6-8, every vendor has them for 5 points. The game is incentivizing you to race for the free ones so you can get something else, B12, medical hud, etc.
So, with our issue laid out, what are some solutions?
The most obvious would be to just up the supply, if supply is plentiful there is no reason to race for it. This might work for some things (I don’t think prep having enough magharns that everyone can vend one would ruin the game balance, since experienced players who want one will get one regardless.), but would not work for others, (AP mags.)
You could remove the items entirely from their free alternative. Nobody would rush the squad prep for AP mags if there weren’t any, after all, but with the points scarcity, people are also incentivized heavily against buying things like AP mags, and so this would just mean they would go to req for them instead, who would run out, forcing them to race to req, and starting the issue over again.
You can get rid of “straight upgrade” items entirely, the #1 reason people are stumbling over one another to be first in line for req are autoinjector pouches, large mag/shell pouches, and mk1s. Given these items are a straight upgrade over their counterparts(mk1 does have downsides but shhh) there is a high incentive to race and attempt to be the first there for the buffed stuff, which also means players who don’t know what to race and ask for are never going to see it, if these items aren’t in a place to be raced for, they won’t be.
The most ‘nuanced’ solution I’ve come up with so far is to split the points into different categories, for example, a medic might get 20 “ammo” points that they can spend on AP or extended mags for the weapons they’d normally be able to get that ammo on a limited basis from squad prep or req, but this would not effect their ability to buy medicine with their “medical” points. This solution already somewhat exists with specs, who had their points separated out because there was no point in buying anything but more spec ammo-- since that was the most valuable thing they couldnt get elsewhere. This solution would include removing the scarce stuff like AP ammo from squad prep entirely.
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I bring my musings in front of you, esteemed forum goblins, to ask what you guys think. What are other solutions to reduce the incentives to “speedrun” roundstart? what are other ways to encourage more roleplay & interaction? What are the flaws and benefits of the current systems and the different solutions I’ve outlined?
I’m interested in hearing what other people’s perspectives are on this. I intend to undertake a coding project based on what info I glean at some point to hopefully push things in the right direction.