It is clear that the current method of gaining heroes is too farmy. It currently encourages you to hang back from helping your team to farm kills.
I propose the following changes:
Hero Points Pool
Each player, per-team, will have a "hero points pool". Essentially every action you do that contributes to your team will add to this hero points pool. This is different to the current system, which relies on randomness above a certain threshold (e.g., 10% chance at 10+ killstreak every kill).
In fact, we technically already have a points pool - the current MVP system where your score is calculated. This could have a second calculation to calculate your current hero points.
This will include the following:
Once the player reaches the maximum points, they can optionally choose to take the hero or pass it to another player. Rejecting will halve your current points but allow you to take another hero in the future instead. Accepting will reset your current points. You will also be unable to gain points whilst being a hero.
Deaths pity
If a team is performing poorly, we want to give them a chance with heroes. As part of the solution to this, we can increase points when a player is dying a lot on their team. If the player has a minimum of 15 kills, and their deaths are >= kills + (65% of kills), death pity will start to add points to your hero pool. For example, you have 15 kills, then your required deaths would be 25 (rounded up). Percentage is subject to change/discussion.
Hero pity
When an opposing team gains a hero, every player in your team should have points added to their hero pool. This increases the chance of hero v hero fights.
Keeping a hero
I propose a new mechanic in which when you are a hero you must be helping your team, otherwise you will begin to be debuffed (e.g slowness, weakness). Killing or capturing flags will prevent you from being debuffed.
I propose the following changes:
Hero Points Pool
Each player, per-team, will have a "hero points pool". Essentially every action you do that contributes to your team will add to this hero points pool. This is different to the current system, which relies on randomness above a certain threshold (e.g., 10% chance at 10+ killstreak every kill).
In fact, we technically already have a points pool - the current MVP system where your score is calculated. This could have a second calculation to calculate your current hero points.
This will include the following:
- Kills (not killstreaks)
- Deaths (at a pity threshold, see below)
- Assists
- Captures
- Heals
- ...?
Once the player reaches the maximum points, they can optionally choose to take the hero or pass it to another player. Rejecting will halve your current points but allow you to take another hero in the future instead. Accepting will reset your current points. You will also be unable to gain points whilst being a hero.
- Do we display the player's current hero points, and how many they need to reach? If so, where/how?
- Should the required hero points increase in a team when someone on that team accepts a hero?
- What other statistics, if any, should contribute to hero points?
Deaths pity
If a team is performing poorly, we want to give them a chance with heroes. As part of the solution to this, we can increase points when a player is dying a lot on their team. If the player has a minimum of 15 kills, and their deaths are >= kills + (65% of kills), death pity will start to add points to your hero pool. For example, you have 15 kills, then your required deaths would be 25 (rounded up). Percentage is subject to change/discussion.
- What should the pity percentage be?
Hero pity
When an opposing team gains a hero, every player in your team should have points added to their hero pool. This increases the chance of hero v hero fights.
- How much should the hero pity points be?
Keeping a hero
I propose a new mechanic in which when you are a hero you must be helping your team, otherwise you will begin to be debuffed (e.g slowness, weakness). Killing or capturing flags will prevent you from being debuffed.
- What debuffs should there be?
- How aggressive should the debuff system be in making the player help their team?