*** Feel free to skip ****
The following explans the logic behind roles and how rewards are distributed (with a few suggestions for how they could improve)
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Why do I agree with the logic of the CTF reward distribution? ... and why you should too.
REWARDS :
Rewards should be used to encourage certain behavior. In CTF events and objective-type games, you want a fast-paced game over defensive stalemates, so rewards should be used to encourage objective-progressing behavior.
Spoiler: Why should fast-paced games be encouraged?
You might play an event 20 or 30 times because it's fun, but - let's be honest - the real reason we will play an event 300 times is for the coins (i.e., better perks, items, more parts). So, the ideal event match is both exciting to play, but also fast-paced enough to farm a large number of coins.
If rewards were standardized or given equal weight to defensive and objective-seeking behaviors, more players would opt towards playing the Base Defender or damage dealer role.
In this role, players can squat on their flag and easily stack up massive damage/kills against players that are less concerned with returning damage and more concerned with forwarding the objective. It's the proverbial "shooting fish in a barrel."
More defensive players and fewer Flag Carriers would increase the duration of matches, the number of draws, and decrease the number of coins you're earning (per minute and per match).
The worst examples of these games are those 4-minute draws where both sides have 4 players sitting on defense. You often earn fewer coins in those 4-minute draws than you do in 60-second action-packed losses - and correctly so.
Does increasing the number of 4-minute draws and receiving fewer coins appeal to you? If yes, then you're probably a player reliant on a p2w strategy that is hoping to increase your advantage.
ROLES :
In objective-based games, it is necessary to stagger rewards based on roles to ensure the game works as intended.
In CTF, you have 4 main roles (that a player can alternate between in a given match): Base Defender, Escort, Hunter, and Carrier.
*** I'll repeat this several times --- Can each of these roles be equally valuable? Yes. But, you simply cannot reward them all the same in objective-type games. ****
Base Defender:
Players that camp around their flag ready to smash anything that gets close - often using mines to fortify their position.
Objective Prevention (win reward: 6-7 coins)
Spoiler: Why?
Yes, the Base Defender can make a valuable contribution towards winning, but they should receive the lowest rewards of the winning team.
In any objective-type game, defensive players can easily stack up massive damage and kills against players that are less concerned with returning damage and more concerned with forwarding the objective. That easy damage is a reward in itself - especially if you're working towards an achievement weapon.
Encouraging more players to play this role with better rewards would slow the pace of games, increase the match duration and number of draws, and reduce the coins received (per match and per minute).
If you have 3 full-time Base Defenders on each team, the game will likely end in a draw.
Escort:
Players that defend/fix the Flag Carrier - that should be ready to pick up a dropped flag and continue towards the capture zone.
Objective Prevention (win reward: 7-8 coins)
Spoiler: Why?
Yes, these players are technically assisting the advancement of an objective, and, yes, it is important to repair the Carrier or pick up a dropped flag.
But, the primary role of the Escort is to defend their Carrier. And, defense, while important, has the effect of slowing games down and forcing draws - if there is too much of it. If this role was rewarded at the level of objective-completion behavior, it would encourage more Escorts.
If you have 3 full-time Escorts on each team, the game will likely end in a draw.
* Escorts can change roles to Carriers - which increases their rewards - so the coin reward range is for purely Escorting.
** This may not be exactly how the rewards were distributed in the last event, but it's the general pattern.
Hunter:
Players that actively track down the enemy Flag Carrier in an attempt to sink them and return their flag or weaken opponent Base Defenders when there is no enemy Carrier.
Objective Completion (win reward: 9-10 coins, assuming significant damage to Carriers and/or flag return).
Spoiler: Why?
On most CTF maps, speeders will capture the flag before it can be defended. As a win-condition, Hunters must track down the enemy Carrier and return the flag. In a typical fast-paced game, this is a full-time job with a 2nd Carrier taking over after the first is eliminated.
This active role often leaves Hunters outnumbered by the Carrier and their Escorts, as opposed to Base Defenders that typically have the advantage of numbers. This role is often sacrificing themselves in order to return the flag as quickly as possible.
This objection completion behavior should be encouraged (and rewarded) for faster matches and less selfish play.
Carrier:
Obviously, these are players carrying the enemy flag back for capture.
Objective Completion (win reward: 10 coins)
Spoiler: Why?
Is this the toughest job - on some maps, yes; on others, it's the easiest. So why do they get the highest rewards?
The primary win condition has to be among highest rewarded in order for these events to work properly - in matches with 3-4 random teammates.
The flag carrier has to volunteer to put a large target on their back and slowly creep across the map. If the other roles paid the same - win or lose - there would fewer willing to sacrifice themselves. If there are fewer willing to make themselves targets, games slow dramatically and dealing damage becomes more of a primary goal.