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Question About Eject Or Lack Of


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#21 Tempered

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Posted 25 February 2013 - 04:43 PM

There really is no point to an eject sequence at this stage of the game. Since you don't actually die with your mech, why bother ejecting?

#22 Joe Mallad

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Posted 25 February 2013 - 04:50 PM

At this point in the game there isn't much to give us that grand scale of just how big things may or may not be. Sure an Atlas is supposed to be massive, yet most times you really don't get that feeling you are in a massive 100 ton mech. Now if you could eject and pilots were given some reason to be on the map, you would be able to see these massive mech from the POV of the little pilot from ground level.

#23 Alistair Winter

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Posted 25 February 2013 - 04:59 PM

The ability to eject is as important as the start up sequence. No Mechwarrior game is complete without it.

But running around on the map on foot with a revolver? I don't see the point of that.

Edited by Alistair Winter, 25 February 2013 - 05:00 PM.


#24 Funkadelic Mayhem

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Posted 25 February 2013 - 05:02 PM

Alt-F4 is your eject. :D

#25 Joe Mallad

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Posted 25 February 2013 - 05:07 PM

View PostAlistair Winter, on 25 February 2013 - 04:59 PM, said:

The ability to eject is as important as the start up sequence. No Mechwarrior game is complete without it.

But running around on the map on foot with a revolver? I don't see the point of that.
agreed... We don't need to run around on foot and fight it out like mech assault lol... But if you could still help your team in some way like maybe getting inside buildings or on top of things to be a spotter, why not? And like you said... We have a start up sequence that really is not a needed thing for the game so an eject sequence would not hurt anything.

Also... Lets say you take out a mech and happen to take it out before the pilot can eject... Maybe give the person some extra XP. If the pilot ejects, then you don't get that extra XP. You could even have crit effects that may disable your ability to eject.

#26 CrashieJ

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Posted 25 February 2013 - 05:10 PM

ejecting from a dying mech should net you a "pilot survived" XP bonus.

done.

#27 Alistair Winter

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Posted 25 February 2013 - 05:12 PM

Someone suggested that you should get an XP penalty if you don't eject. I think that's a good suggestion. There should at least be a minor penalty for getting KILLED in any game. ;)

I don't think an XP bonus would be fair, because people would get bots to just eject and disconnect. And if the criteria for the XP bonus are too strict (e.g. you need to have so much armor, so much heat, etc) then it's going to be too complicated. If I'm about to die, I'm not going to count the number of damaged heat sinks on my mech to ensure I get the ejection bonus.

#28 Tickdoff Tank

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Posted 25 February 2013 - 05:35 PM

I would just like to see an eject sequence every time a mech is destroyed, automatically. Would be fun to see a pilot bug out as his mech went BOOM.

But, as others have said, I do not see much point in a player activated eject.

#29 Khanahar

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Posted 25 February 2013 - 05:45 PM

You always eject. That's how you keep playing games.

#30 Tempered

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Posted 25 February 2013 - 05:46 PM

View PostAlistair Winter, on 25 February 2013 - 05:12 PM, said:

Someone suggested that you should get an XP penalty if you don't eject. I think that's a good suggestion. There should at least be a minor penalty for getting KILLED in any game. ;)

I don't think an XP bonus would be fair, because people would get bots to just eject and disconnect. And if the criteria for the XP bonus are too strict (e.g. you need to have so much armor, so much heat, etc) then it's going to be too complicated. If I'm about to die, I'm not going to count the number of damaged heat sinks on my mech to ensure I get the ejection bonus.


I could see this as a viable compromise, but I think it would still cause undue friction on teams. How many team mates would accuse someone of ejecting too early and causing them to lose the match?

I think eject is best kept for single player games.

Edited by Tempered, 25 February 2013 - 05:47 PM.


#31 Joe Mallad

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Posted 25 February 2013 - 06:07 PM

Ok so what if Betty told you that if you took 1 more hit to a location that might kill you, then and only then would the option to eject be available? This way if you see a team mate eject, you know for fact that he did so because 1 more well placed shot would kill him. On the other hand, you know more of us than not would fight it out till the end but still, the option to eject would be there.

#32 Khanahar

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Posted 25 February 2013 - 06:38 PM

View PostYoseful Mallad, on 25 February 2013 - 06:07 PM, said:

Ok so what if Betty told you that if you took 1 more hit to a location that might kill you, then and only then would the option to eject be available? This way if you see a team mate eject, you know for fact that he did so because 1 more well placed shot would kill him. On the other hand, you know more of us than not would fight it out till the end but still, the option to eject would be there.


As you probably know, there are 60-alpha stalkers out there that can one-shot many smaller 'mechs, never mind the plethora of things that can headshot you. For lights and mediums, the option would always be open, and it WOULD lead to griefing.

As it is, with autoeject a permanent part of the game, there is no problem. It would be really immersion-breaking to say "You DIED... XP penalty." Maybe "You were INJURED due to not ejecting... XP/C-Bill penalty for hospital stay" but even that seems like overkill. Best leave it how it is, and maybe add a graphical ejection sequence.

#33 Thor77

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Posted 25 February 2013 - 06:57 PM

Maybe just make it a little 'mini-game'. That would stop idiots from doing it too early. You take a lethal hit, a little cockpit light goes 'beep beep beep' and if you hit eject you live, if you are still trying to shoot or whatever, or fumble the button, you die. Small C-bill or XP bonus for living (whether by successful eject or by not getting your mech killed). If you get cockpit headshot, too bad so sad, you died.





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