In Response To: Fear of Death: Punishment & Reward... (Xian)
How about stressing a combined-arms approach to missions? To make a hypothetical example of the Halo movie, the job is to get into the installation and do something with the computer. The Marine with the pistol is the only one who can operate the computer, but he needs the jeep to move fast enough to get through the Cov hover patrols. And he can't operate the machine gun on the jeep while he's driving, nor can he cover the entrance, so he needs others to help out.
There are all sorts of ways to require folks to work together. Anti-vehicular land mines can only be removed by marines, but marines can't damage armored targets very well, so they need armor/artillery support. Shades of Command & Conquer.
Running off by yourself, whether as a Marine or in a BAT will get you offed eventually because no unit can handle everything by itself.
And no, you don't come back. Only so many Marines, only so many tanks for them to hop into, and a specific objective that can be achieved with that force if they are utilized properly. Maybe bungie.net can keep track of how member play Halo (erm kinda fuzzy about how this could work, sorry) so those who play like Quakers will be obvious.
> Granted, we know very little about how Halo actually plays...
> but it's up to Bungie to make a reward & punishment system
> that doesn't simply make team goals a matter of personal taste.
> In traditional FPS games, it's possible to have one outstanding
> player decimate a well-coordinated (if slightly lacking in
> skill) team... in a FPSim, that almost never happens. So, I
> submit that SOME form of punishment is needed... but I ask you,
> what?
> Ideas? (Remember the goal is to promote teamwork using a method
> that would affect the most utilitarian and selfish player...)
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