13 May 2005 at 07:44 - 19
Really, I think it needs to be revised, the problem is, the three areas, Exploration, Cooperative, and Competitive, need to work differently, because the game itself works differently here. Also to note before hand, the difference of losing a few percent off of a loss or adding a bit more gain is not merely the little bit of health and energy, so do not take it at face value. Instead, it means you now have a buffer against losses, and losses become just slightly easier to come back from.
Exploration : 60% Maximum Death Penalty, 15% Loss per Death, 10% Loss per Resurrection, 10% Maximum Morale Boost unless special objectives are placed into these maps.
Why - 60% is still necessary for Exploration, this almost completely cripples you, and you can wipe it easily without much of a problem, but ensures that simply running to another town or area can be difficult. Though because there is respawn active here, 15% adds up quickly if a team hasn't tried fighting enough, so fighters are rewarded with only the 10% loss which builds much slower.
Cooperative : 45% Maximum Death Penalty, 15% Loss per Death 10% per Resurrection, 20% Maximum Morale Boost, 10% Morale gained from Bosses, 10% Morale gained from Special Objectives (siege engineers).
Why - In Cooperative, the danger lies in wiping as an entire party, getting to 60% generally means this is easy to happen, and if groups get to this 60% marker then they are actually fighting together and ressing, the problem 60% should've cleared was charging through, but, a group that loses a few of its members back is more likely to die in the next area since they now lack some human shielding. So, a 45% maximum loss, where does 15% non-resurrection come in, cinematics of course, not really enough of these breaks, at least small ones, and would just be for those who didn't want to pick up their dead.
Competitive : 25% Maximum Death Penalty, 10% Loss per Death, 5% Loss per Resurrection, 15% Morale Bonus with the inclusion of a few more objectives, like killing ghostly hero gains the 10 in the Ring of Fire, capturing the relic could give 2%, recovering 1%.
Why - Deaths sustained in competitive maps rack up fast, because teams that are still alive are prepared for your next attack, and you're now down with no preparation, and 15% loss, which builds fast, it is easy to be at 60% while other teams have morale boosts, meaning this is realistically an impossibility. While building slowly to 25%, making a better emphasis for teams who are intelligent enough to resurrect, means there is a bit more of a buren with a 40% gap, but, it isn't as fast and certainly isn't 70%.