Experience modifiers for Assault/Invasion

What I would like to suggest here is different exp modifiers for defenders in Assault/Invasion mode. Me and my friends got couple of situation when we purposefully let the attackers capture the point so the battle could go on and we could get some more exp. It would be nice to have possibility to get more exp if you manage to stop the attack on the first points to recompensate potential exp that would be gained if the battle would last longer. For example ending the battle on the first point would get you 3x exp for the win, second and third 2x exp, fourth and fifth - 1,5 exp (like it is now for all the wins).

Something similar could be done for the attackers, but it would probably depend on the time - the faster you manage to get all the points the more exp you will get. But I’m not 100% sure on that one.

While I get your point, I’m afraid that the XP modifiers should be set in a way to keep the XP per time played ratio as constant as possible across different game modes (aside of victory / hero bonuses, ofc). Otherwise, people will start skipping matches until getting the most profitable mode, and possibly put up organized exploits.

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Well, “organized exploit” in that matter would be succesfull attack/defence. So basicaly that is the objective.
Overall this suggestion came into my mind yesterday after the series of really irritating matches - my teams were constantly rolling over the enemies and even Invasion became real Blitzkrieg. That resulted in very low exp gain for the whole evening. Something like that could potentialy fix it so it would be more profitable to win as soon as possible instead of farming the kills.

Well, but to be fair, as long as you’re so much in control of the match that you can afford purposefully letting ground to the enemy just to bash them some more, is it so wrong to do that? Both you and the enemy keep farming exp, instead of “losing game time” by going back to the barracks. Eventually you’ll get your 1.5x on an even bigger base score.

You farm more exp, enemies farm more exp, everyone plays more, the losing team feels the defeat less humiliating, win-win.

I’m talking about farmers possibly finding a way to infiltrate either multiple accounts or “friends” on both teams in the same match, whereas the puppet account would deliberately act as helpless cannon fodder in order to both drain attackers’ respawns and feeding easy kills to the farmer.

I personally wouldn’t call that “win-win situation” but rather “prolonged agony” for the loosing team.

Mhm… Then true, that would be a problem.

Yesterday had a weird match on Forestry map. Ended as a top of leaderboard as defender, with… 12 kills, 1 tank and around a 1000 xp… Whole round lasted maybe 5-7 minutes.
IMHO the maps need a redesign, not the xp system. It’s nonsensical that attacking team can just “pre-deploy” squads on the next cap point.