Proportional score rewards for ammo crate consumption

This QoL suggestion is simple.

Retrieving ammo from ammo crates depletes its own reserves and gives ammo to whoever interacted with it. However, how much of the crate’s reserves gets used up is dependent on what weapon needed an ammo refill.

For mortars and rocket launchers, refilling from 0 ammo eats up the entire crate, but whoever built the crate receives the same reward as if someone only refilled small arms from it.

To put it bluntly, a guy can use up an entire crate and extinguish the source of scores for the player who built it.

I’m only asking that the score reward be proportionate to the amount of ammo reserves consumed from the crate. The more ammo you take from the crate, the higher the reward for the guy who built it.

13 Likes

I agree that the reward needs to be adjusted.

HOWEVER

I think the better solution is to give points according to kills from the ammunition. Otherwise you face the exploit of someone just building ammo boxes for their friend that is just endlessly using heavy weapons to no actual effect, just to give them a bunch of free points from resupplying with ammo boxes.

If it were switched over to the system I’m suggesting, you would potentially get even MORE points, but it would require your teammates to actually play the game and support their team in a quantifiably meaningful way.

They can solve this this exploit, by not awarding points if only your friend or bot is refilling ammo. Like with medic and first aid boxes:

At the beginning of Stalingrad, players walked on own barbed wire and healed endlessly each other for free points.

2 Likes

You could allow any teammate to retrieve ammo from the crate, but a 2nd refill from the same person within a set time limit wouldn’t give any points.

It’s probably what’s currently implemented right now.

1 Like