#21
Posted 06 April 2012 - 07:39 AM
It's a tricky question though, if there is a good point of quitting, cost of repair etc, when it is a controled retret ok, but if your Mech is fine and you just want to leave the battle, because it's not going quite fine and you don't want to risk some damage or you don't like the members of your party for several reasons, you shall get a fine for leaving!
#22
Posted 06 April 2012 - 08:10 AM
A retreat is the best tactical course of action you can take when it has been deemed that victory is not possible. Sense of honor aside, it saves your armor and ammo. It also saves the pilot (though I'm sure retreating in game would be a 1way act and the pilot would just be "removed from play". Fighting to the death against overwhelming odds (again, honor aside) is a tactical waste of resources.
If you add an option for surrender (at a set cost), then the company commander would have to accept/deny the request.
As for penalties of a disconnect, the game can tell when a player issues a command to exit/disconnect. Not sure if it can capture whether the OS performed a termination of the MWO.exe process, but disconnects can legitimately occur at no fault of the player, so it's a touchy subject.
#23
Posted 06 April 2012 - 09:11 AM
It is already in the game, just making an actual place where you can run to instead of hitting eject means you stay on the board longer and you actually have to move your mech to a spot on the map. More immersion, more chance of being ambushed. Don't see a problem with it.
chris
#24
Posted 06 April 2012 - 09:16 AM
Aegis Kleais™, on 06 April 2012 - 08:10 AM, said:
A retreat is the best tactical course of action you can take when it has been deemed that victory is not possible. Sense of honor aside, it saves your armor and ammo. It also saves the pilot (though I'm sure retreating in game would be a 1way act and the pilot would just be "removed from play". Fighting to the death against overwhelming odds (again, honor aside) is a tactical waste of resources.
If you add an option for surrender (at a set cost), then the company commander would have to accept/deny the request.
As for penalties of a disconnect, the game can tell when a player issues a command to exit/disconnect. Not sure if it can capture whether the OS performed a termination of the MWO.exe process, but disconnects can legitimately occur at no fault of the player, so it's a touchy subject.
Agreed. There should always be a cost associated with battle, and if pulling out of a fight to save your mech from further damage helps (repair costs) then you should be able to do so.
Period. Remember, the developers have said that you can't be guaranteed that you will have enough money to fully repair your mech every time. You could be fighting a battle or two with previous damage.
Therefore pulling out of a fight, even at a small loss to save more money in the end, makes sense sometimes.
#25
Posted 06 April 2012 - 09:23 AM
Felix Dante, on 06 April 2012 - 09:16 AM, said:
Agreed. There should always be a cost associated with battle, and if pulling out of a fight to save your mech from further damage helps (repair costs) then you should be able to do so.
Period. Remember, the developers have said that you can't be guaranteed that you will have enough money to fully repair your mech every time. You could be fighting a battle or two with previous damage.
Therefore pulling out of a fight, even at a small loss to save more money in the end, makes sense sometimes.
If there's a penalty for being tactically smart enough to pull out of a fight, I'd rather them remove the option to retreat/surrender entirely. Period. You should never get penalized for making a good tactical decision.
#26
Posted 06 April 2012 - 12:59 PM
To date info seems to support the idea that battles are fought to retain or conquer planets and their resources. If retreating means you are conceding a planet to an enemy that will likely carry a pretty hefty penalty in loyalty points earned. Then again, if a unit can earn loyalty points based on damage suffered even if they do end up losing a fight it might under certain conditions be more beneficial to stick in until the bitter end.
We're really going to need more info about the mechanics of exactly how the combat plays out before this can be judged either way. It's definitely an issue worth raising however.
#27
Posted 06 April 2012 - 01:25 PM
When they use it, they call down a drop ship onto the map onto a series of preset viable landing spots.
The drop ship can be destroyed and sticks around for 5 minutes.
It can allow up to 4 mechs to retreat from the field without suffering further damage. Unless it is destroyed before lift off.
#28
Posted 06 April 2012 - 02:22 PM
Aegis Kleais™, on 06 April 2012 - 09:23 AM, said:
The best kind of retreat in most games is running away and finding a better position or regrouping (I assumed this is not what you meant because it will obviously be available outside of arena-style matches).
#29
Posted 06 April 2012 - 02:57 PM
eZZip, on 06 April 2012 - 02:22 PM, said:
The best kind of retreat in most games is running away and finding a better position or regrouping (I assumed this is not what you meant because it will obviously be available outside of arena-style matches).
How is retreating benefiting the player? You've lost the game one way or the other. You're just attempting to minimize personal losses at that point. I don't see how you can correlate the option to retreat with it promoting camping behavior. I have no desire to camp (a stationary target is a dead target), and retreating is the last thing on my mind unless I knew odds were overwhelming. Some players will choose to fight to the death, others won't.
The "best kind of retreat" you're talking about is "Falling Back", where you pull out of an engagement, regroup and plan a new form of attack.
How about there being 2 points on any map that are used for retreating. That way, the enemy can choose to camp those locations to cut off a retreat of the enemy.
#30
Posted 06 April 2012 - 03:31 PM
Aegis Kleais™, on 06 April 2012 - 02:57 PM, said:
Aegis Kleais™, on 06 April 2012 - 02:57 PM, said:
Aegis Kleais™, on 06 April 2012 - 02:57 PM, said:
Aegis Kleais™, on 06 April 2012 - 02:57 PM, said:
Aegis Kleais™, on 06 April 2012 - 02:57 PM, said:
#31
Posted 06 April 2012 - 03:38 PM
The later period of any life is a high risk low reward scenario. You have less weapons, less armour, less ammo. Your ability to earn money is greatly reduced while your chances of taking expensive losses are greatly increased. As a result, if retreating is in the game, it's in the individual's best interests to disengage once they've sustained major damage. Smart players will rack up as many points as possible while staying safe, wait for their more stupid teammates to die first, and then - if the situation is grim - leave with their points and a low repair bill.
That's cripplingly detrimental to the teamplay aspect, because it encourages fighting as individuals. In addition, games are won and lost by meatshields and damaged mechs that sacrifice themselves for still-functional teammates, but players do so at great expense to themselves with no real opportunity for gain. The only thing making that possible is the knowledge that if your team loses, you're dead anyway. A retreat option takes that away.
Since this is a team game, individual retreats are a terrible idea. Team retreats would be less of a problem, but I still don't really want them.
Edited by Belisarius†, 06 April 2012 - 03:44 PM.
#32
Posted 06 April 2012 - 03:56 PM
#33
Posted 06 April 2012 - 04:53 PM
If you are concerned about players thinking a fight is unwinnable then running for the hills while others want to continue it, that's basically what happens when morale gets shattered. If anything, it's a realistic depiction of it. Amusingly it probably wouldn't be long before someone commander in the back with an assault enacts Russian incentives on them to stay, too.
#34
Posted 06 April 2012 - 05:03 PM
chris
#35
Posted 06 April 2012 - 11:48 PM
Edited by Siilk, 07 April 2012 - 07:02 AM.
#36
Posted 07 April 2012 - 05:29 AM
Siilk, on 06 April 2012 - 11:48 PM, said:
Sorry about that Siilk, I didn't think to check for a similar topic in General Discussion. Doh!
#37
Posted 07 April 2012 - 06:25 AM
#38
Posted 07 April 2012 - 06:25 AM
#39
Posted 07 April 2012 - 06:49 AM
Giving the option of bailing out off the battlefield by running off to a drop ship is a bit of a no no in my book.
#40
Posted 07 April 2012 - 07:15 AM
Britbaldie, on 07 April 2012 - 06:49 AM, said:
Giving the option of bailing out off the battlefield by running off to a drop ship is a bit of a no no in my book.
Who likes dying for some dude they don't know? Really, it does not benifit you to just go "Well, I am going to play the decoy...*runs left, 10 seconds later* YOU F*CK! WHY DIDN'T YOU SHOOT IT IN THE BACK!" because the other guy is probably looking out for themselves. The only way it would be a good idea to kill yourself off is if the reward justifies it...if it doesn't and you got a huge repair bill even for winning the match then yes its better to just retreat.
TL;DR - Make the reward SIGNFICANT TO WANT TO ACT THE DECOY or the REPAIRS SHOULD BE INSIGNIFICANT to offset the loss. Because if the individual pilot will always suffer, then yeah the individual pilot will always act the part of the individual and look out for themselves.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users














