Make revivers attractive again!
10 days ago
CINYX
227 Total Respect
CINYX
227 Respect
10 days ago
Last Edited 31/01/2026, 18:17:47
Feel free to message me regarding any questions you have about gameplay!
Responses
10 days ago
VAELINN
84 Total Respect
VAELINN
84 Respect
10 days ago
As a person who would prefer a more support oriented playstyle (and who is in a reviver faction) I love this idea.
10 days ago
THORN_IRONCLAD
-78 Total Respect
THORN_IRONCLAD
-78 Respect
10 days ago
good one

10 days ago
CINYX
227 Total Respect
CINYX
227 Respect
10 days ago
Thanks guys! <3
Feel free to message me regarding any questions you have about gameplay!
9 days ago
BOONIESTEEP
89 Total Respect
BOONIESTEEP
89 Respect
9 days ago
With the scarcity of wars at the moment, this would give a great boost to reviving and the support-oriented playstyle
7 days ago
HERPSAC
22 Total Respect
HERPSAC
22 Respect
7 days ago
is there a revive skill level? if there is does that mean more experienced revivers would get less rewards with this payout set up? and what about getting other players to revive that arent in a revive based cartel? its 75e for a revive with no faction perks right? i dont think this would entice new players to start reviving, just to add benefits to players that already revive but thats not the worst thing, dont need reviving to become the new meta. what about also adding potential item drops to revives, like a 10% chance to drop a medic bag that works like a velvet gift but its 1.5x health instead of 3x or something to that nature, add more things to spend your money on in the game.
i like the idea but id prefer the focus of the next few updates to increase the longevity and player retention of the game. at almost 1200 days old i imagine you have all the edu's done and a lot of the achievements done and dont have much to play for other than training in the gym, gaining rep for the cartel, and farming mats?
Last Edited 04/02/2026, 05:50:00
1 day ago
CINYX
227 Total Respect
CINYX
227 Respect
1 day ago
is there a revive skill level? if there is does that mean more experienced revivers would get less rewards with this payout set up? and what about getting other players to revive that arent in a revive based cartel? its 75e for a revive with no faction perks right? i dont think this would entice new players to start reviving, just to add benefits to players that already revive but thats not the worst thing, dont need reviving to become the new meta. what about also adding potential item drops to revives, like a 10% chance to drop a medic bag that works like a velvet gift but its 1.5x health instead of 3x or something to that nature, add more things to spend your money on in the game.
i like the idea but id prefer the focus of the next few updates to increase the longevity and player retention of the game. at almost 1200 days old i imagine you have all the edu's done and a lot of the achievements done and dont have much to play for other than training in the gym, gaining rep for the cartel, and farming mats?
HERPSAC - 03/02/2026, 18:14:26
I am not looking for it to be the new meta. And I totally agree that there are other things to focus on before this. But, still! Revivers with higher revive skill could have rep farm contracts where they revive a target, and the buyer attacks. By that both players gain rep. With the high revive skill that the reviver has - He'll be able to do more revives on one particular target than someone with low skill.
Feel free to message me regarding any questions you have about gameplay!
Overview
Revivers, healers, and support-oriented roles are a fundamental component of competitive systems in games that feature player-versus-player interactions. In Cartel Empire, reviving plays a critical role in sustaining combat activity and enabling strategic depth. However, the current incentive structure for revivers is limited, primarily consisting of optional monetary compensation or informal revive agreements.
This proposal outlines a system designed to better recognize and reward reviving as a core gameplay role by introducing a reputation-based incentive tied to successful revive actions.
Problem Statement
At present, reviving offers minimal progression incentives when compared to offensive or reputation-generating activities. As a result:
Fewer players specialize in reviving.
Reviving is often treated as a secondary or situational activity.
High-risk revives are not meaningfully differentiated from low-risk ones.
This creates an imbalance in role desirability and undermines the strategic importance of support-based playstyles.
Proposed Solution
Introduce a standardized reputation reward for each successful revive. The reward is based on the revive’s success probability, with lower success chances yielding higher reputation gains to reflect increased risk and skill.
The system follows a risk-versus-reward model and provides revivers with a clear, scalable progression path.
Reputation Reward Structure (Example Values)
100% revive chance → 100 reputation
90% revive chance → 130 reputation
50% revive chance → 220 reputation
10% revive chance → 350 reputation
This structure ensures:
Consistent baseline rewards for safe revives
Meaningful incentives for high-risk, low-success attempts
Clear differentiation between casual and dedicated revivers
Expected Outcomes
Increased player engagement with reviving mechanics
Greater role diversity within PvP environments
Improved availability of revivers during high-activity periods
Stronger alignment between risk, skill, and progression rewards
Conclusion
By introducing reputation rewards for successful revives, Cartel Empire can strengthen the value of support roles and encourage a more balanced ecosystem of playstyles. This system reinforces reviving as a legitimate progression path rather than a purely auxiliary activity, enhancing both strategic depth and player satisfaction.
Did I have my original text rewritten by Ai?
Yes. Now upvote.