Quest system. This is a temporary placeholder system, the details of this concept are subject to change.
A player given quest for other players.
Basically an order alternative.
Bomber escort [Hold] - The bomber player creates a 3km radius cylindrical field (+2500m and -1500m. Any fighter player inside the field is rewarded for the total length of time spent. As the player enters the field, small icon is shown in the left top icon tray. The map shows the cylindrical area as long as the player is inside it.
The quest host pays the reward.
The rewards given to players are temporarily logged. If the bomber is lost in action(defeated by an enemy player), the reward is reduced to 30% of the original. The bomber in this status is protected against team killers by penalizing the teamkiller with extreme negative SL based on the damage significance.
When the bomber drops bombs, the players inside the area is rewarded based on the payload when the bombs damage a base successfully. Bombers with bigger payload would be attractive. The bomber player does not compensate for the successful bomb drop reward for others.
Why this works only in this game mode
Air spawn for fighters make it possible to fly with a bomber realistically. In RB, the bombers head-start so even the teammates won’t reach them before the bombers finish dropping all bombs. As the 2 teams are facing each other, it is likely the first encounter would be interceptor vs bombers or bomber against a bomber.
Reason To force a flow otherwise not beneficial for one side.
There is no benefit for fighters to fly along with bombers as they restrict the speed and climb.
Most bomber players would be sad no fighter is protecting the bomber. I ask let the sad players pay, bomber crews deserve to be happy.
Bomber escort [active]
The receiving side of the players need to accept the quest from quest menu. The menu is basically the same for the current order, the menu to make a new quest has a receiver.
The player needs to stay near the same spherical area, when an enemy is defeated by the fighter, the player is rewarded extra for the length of time spent inside the area. The enemy and player does not have to be inside the area when one of them is defeated. This waiting extra reward is discarded if the bomber is defeated earlier. Leaving the bomber continuously reduces the extra reward. The extra reward is of a fixed value, not a multiplier.
The bomber can set a max-player count for the declared quest. Only a player accepting the quest can benefit out of it. Joining a quest reduces 40% of rewards for non-quest-related actions. As long as the fighter player accepting the quest is not reaching the radius, the player does not count to the max player count for the quest. A quest system like this necessitates frequent respawns, this only works in TARB or in Air AB. But the latter devolves into a giant furball and quite messy.
Why this only works in TARB : Air spawn allows fighters and bombers to fly together from the very early stage in the run. Fighters are faster than most bombers so they can catch up.
Target the guy *anyone to anyone
If a player A gets defeated by a player, the one can specifically target the player from a list containing the names of the players who defeated the player A in the match.
You can set Silver lions or Coin in the amount of your likings. The receiving side of the player gets it. You can set the max player count for the quest, 10% of the reward is required per player as a fee. The payment is done when the target is defeated. Accepting the quest shows you the area the enemy is in. The first one to defeat the target is granted the 100% of the reward. You can share the quest with your in-game squad mates specifically, although it halves the reward from completing or joining the quest. The reward is shared. This does not take up more quest slot on the original quest.
When a player gets targeted as a quest objective, the player is notified. The player is asked if he wants to show his location or not. Showing the location gives the equal amount of reward instantaneously. The exposed location is open to both quest owner and the players who signed to join the quest.
Why this works only for “TARB” There is no respawn in an air RB match.
Strike order *anyone to anyone"
Select a potential ground strike target and call for a strike. The reward is based on “completion (%)”. That means if the quest owner is willing to send 1000 coins for reducing 20000HP from the large bombing target, a bomber player signed a contrac… quest is rewarded with 500 coins for dealing 10000HP. Multiple players can have a part of the reward based on the contribution factor. It’s just so the 1000 coins are distributed but the total rewards given to players from the quest won’t exceed the initial 1000 coins spent. Though the payment is never done until the quest is completed. Also the quest can’t be hosted until the player reaches 30 level. So that spamming a max possible debt on a new account won’t be an issue, though I hardly see it bearing any meanings from just playing normally and getting rewarded.
Why this works only in TARB
Because bombing bases is pretty futile in air RB.
A “duel space”. A small explorable area in the outer reach of the same map. When 2 players agree on having a duel fight mid-match, the 2 players are teleported to the said location from the airfields. After one of the 2 is down, both players are sent back to the vehicle selection menu. The way this duel is declared is based on the quest menu, and the coin or SL can be bet.
The host can simply pay another to join a duel. The quest owner can set the mode to “double” when hosting the quest. If selected, the defeated player pays the amount to the winner. The host can allow “Raise” with a checkbox enabled. The opponent can add SL or coins. There is a checkbox to allow “betting”. The other players with irrelevant notifications enabled will see the message saying they started doing a duel, the players can bet money on the winning side regardless of whether or not it is a teammate. The reward is redistributed to the ones made a correct answer, with the same proportion (the proportion group is strictly limited to the players who won the gamble.
Why this works only in “TARB” The likely scenario is a revenge. In-which case, the revenge does not happen in Air RB because no respawn. Though it’s hard to meet the same target, let alone doing 1 vs 1 in a match with unrestricted respawn with air spawn is unlikely to naturally occur. As the match is more adaptive (no escalation for losing teammates), just 2 players not existing there does not affect the gameplay for others. The match has more time. It’s kind of applicable to AB but this order has a good positive synergy with the quest system. The current order does not work in TARB for many reasons. It has to be redone specific to this game mode.
“Join us” Anyone to anyone
You can just switch teams as long as many players sign it.
Players can pay you to join a different team.
Initially, a host can offer SL or coin for joining the opposing team. If 40% of the teammates sign the quest, now it is up to the player in an opposing team. The teammates can add SL to the host’s initial offer, and the teammates of the player getting drafted can try to stop it by donating offerings.
A potential balancing method : The losing team has a higher effective price-to-reward multiplier when converted from either SL To SL or Coins to Coins. Losing team can buy a better player at a relatively more reasonable price.
This team swapping mechanism works only because it is in EC. An arcade match does not last long for one user to matter. The significance of one skilled player is more present in slow-paced RB gameplay than in AB. For a potentially 40-minute match, a balanced team composition in terms of player skills is important.
Instead of forcing with an autobalance system, the player should be left as the one to decide. It’s important that the players themselves are welcoming the skilled one and it’s not the system compensating the fee.
Quest system is just a framework for filling the void of RBEC. One reason is to bond the bombers with fighters, otherwise there is no reason for fighters to help bombers. Another reason is to keep the long 40-minute match balanced throughout the match. Even though there is no “We are losing teammates because the enemy is overwhelming us with the sheer player number” loop. Skill unbalance could be left as an issue. Frequent match resets neutralizes this problem because it is essentially shaffling the team. You might be in a team with less skilled teammates but you might be with better ones next time. The span is shorter the better. Though it is a good thing player skill is reflected in a victory. The changing dynamics in a single match can be interesting.