Well, how many of you Kurzicks get sick of waiting when it's in deep/shallow Kurzick and how many Luxons get sick of waiting when it's deep/shallow Luxon?
Well, I was just thinking, right now, if you want with 500 points, you'll get 1250 faction regardless of which map it's on. What if that were changed so that it's more if it's in the other territory? It sorta makes sense since you'll get more faction for fighting in enemy territory and since it's harder to win while in enemy territory, you ought to be rewarded more too, shouldn't you?
So if you're a Luxon and if you win in Grenz, you might get 2000 Luxon faction instead of 1250. But if you're a Kurzick and you win in Grenz, maybe 1200 Faction instead of 1250? This could also solve people guesting to the other side to get faction while it's easier to win.
But basically, change how much faction you get for winning depending on the map's location. Discuss? =P
Edited for grammar =P
AB: Faction Multiplier
Aphraelyn
Mr. G
hmmmmm
interesting Idea, Id rather see a scale on the margin of a win though
You won 500-0? get 2k faction
You won 500-300? get 1.5k faction
You won 500-300+? get 1.25k Faction
but the map idea is also good...
hmm....
your makes more sense i suppose, go for it
interesting Idea, Id rather see a scale on the margin of a win though
You won 500-0? get 2k faction
You won 500-300? get 1.5k faction
You won 500-300+? get 1.25k Faction
but the map idea is also good...
hmm....
your makes more sense i suppose, go for it
Kool Pajamas
/signed
I think its a great idea. It sucks when I'm waiting forever on kurzick side for AB in Luxon territory only to go in and get 200 faction because the luxon have such an advantage. And would be reverse for luxons.
I think its a great idea. It sucks when I'm waiting forever on kurzick side for AB in Luxon territory only to go in and get 200 faction because the luxon have such an advantage. And would be reverse for luxons.
Navaros
This is a pretty good idea, although I would say it's a better idea to solve this problem by simply balancing the purposely unbalanced maps.