Camping is the undesirable user behavior resulting from a culmination of several PROBLEMs, and each proposed change addresses different areas of play to deal with the problems. Without going in to too many specifics,
Camping happens because:
-
Bases are centralized (everything in one place) so all players must return here to resupply. DEPLOY-ABLES decentralize defense and resupply units by putting them OUTSIDE of the base, and the effect on play of putting the players and your units outside makes base defense and resupply more akin to an ‘onion-skin’, with multiple ‘layers’ that need to be fought through & destroyed to get to the ‘core’.
-
Credits and evos are a precious resource, but the current income system mandates nothing about ‘desirable play’ and players camp to try to build up their own ‘worth’, (enough to get weapons / classes that don’t suck). Making credit income depend on ‘EFFECTIVENESS’ will take into account WHERE and WHAT you are doing to earn credits, where camping actions will result in almost nothing, and getting out your base to try to fight will be very rewarding.
-
Players have no sense of spatial awareness (by default) in a 3D environment, and therefor their ‘base location’ serves as a visible ‘landmark’ they are familiar with. HIGHLIGHTING your team’s top scorers (glowy effects - even visible thru walls) will make those players be a kind of visual ‘way-point’, making it easier for your team to follow and assist these people, even if you are not that familiar with the map. Additionally, assisting these people would drastically increase a player’s EFFECTIVENESS, and so WHOM you are with will adjust cred & evo income stream.
-
Players should learn to not rely on base defenses for personal protection or as a way to increase their own lethality. When a turret gets a kill, that is a kill that you did NOT get, and therefor it should be communicated to the player that there was just an opportunity lost to earn the credits from that kill and give them ZERO CREDITS (essentially lower the player’s ‘effectiveness’ to close to nothing if they use structures to assist them).
-
PRE-SPAWN class & gear selection means the (human) player doesn’t have to be ‘in-base’ to select the stuff they initially want (only to change it), and therefor reduces time spent at the armory, and will also reduce the situations where aliens must stop playing and interact with menus to evolve. Nothing is worse than evolving from Dretch to Dragoon just as a fully charged Luci shot hits you and kills you, one perfectly aimed at you because you became a stationary target. The same goes for humans who get rushed while they are buying at armory, for example when you’ve just bought a weapon and then get killed before you can buy armor.
The goal of my proposed changes is to make the game MORE FUN and also give the players MORE STUFF to do (in ways that build one’s sense of ‘immersion’ into the game- a critical factor in determining if a solution to these issues is the right one), and also have automatic ways to increase subtle team ‘communication’ (information gleamed about the status of your team in the round) therefor enhancing TEAMWORK.