I think that TDM should probably be included at some stage of the game. It sounds like it wouldn't take much in the way of dev resources (take assault mode, remove base), and it would prevent those ******* ****** who refuse to cap on the basis they can farm more C Bills from ruining assault. I don't really see a problem with it.
But the fact of the matter is that TDM is not a balanced play format, and it has horrific, horrific features for a mechwarrior game that you will almost certainly not like. I have two points I'd like to make which are, flatly irrefutable, and though someone will doubtless try to argue them, all they will be doing is providing us all with a valuable thought experiment in self-delusional nitwits. I also have a point which I consider debatable, but which I firmly believe in. Those of you who are uninterested in this can vote, hit the back button and carry on with your day (have a good one!). Those who are may find this edifying or they may not. Be warned, it's a novel; read on if you care to.
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1. One light mech can escape a group of assault mechs for a period of time that is virtually indefinite. That's it. That's all.
This whole point is the only reason we have bases in assault. Essentially this provides a no ******** condition that cannot be effectively managed by any other means. He wants to run? Ok. We'll take his base.
One popular response I hear is that this will be resolved by the report function. This is mind numbingly inane. Not only is that light mech playing correctly according to his class (using their resources, in this case their speed, to avoid an engagement on unfavourable terms so they can fight later at favourable terms), but it is not arguable that a draw is preferable to a defeat and that if players are extended the option, they should choose to draw over losing every time.
Bases resolve this within the ruleset, rather than demanding that the light mech run over and die like a good boy standing in front of the assault, which is about as unreasonable and counter to proper competition as anything I can think of.
2. Camping is real. It is not soluble or counterable in TDM. That's it. That's all.
This will be obvious to almost everyone here, I would think. In the era of the class based shooter, you will probably have noticed that TDM has. . . devolved somewhat. If you have ever played, for example, a modern military shooter and tried its TDM format, this will not have escaped you. Games traditionally did not feature this problem because it was possible for a team to camp, for instance, the shield belt in UT99, or the railgun in Quake. Features like this kept the action flowing by focusing the action in specific spots and providing a heavy implicit penalty for not fighting in those spots when the other guy conked you for 60 damage with a railgun shot.
Now consider Call of Duty, where the map has no resources. Instead, it is incredibly common to see people posted around corners, immobile for the duration of the map. I don't think anyone would dispute that camping in CoD TDM is a serious, serious issue. For this reason players are extremely maneuverable, the (good) maps are designed to allow multiple directions of attack for any position, and the tools at your disposal are incredibly powerful. There is no equivalent to the C4 in or the lightning strike mechwarrior. All these decisions specifically designed to combat camping still fail miserably, leading to the common appelation Camp of Duty. What results is a stalemate in which the team that gets impatient typically starts a snowball rolling that ends in masses of killstreaks. TDM in Call of Duty requires an implicit contract between both teams to be fun and fair, otherwise it becomes a low scoring snorefest of a stalemate. This problem is resolved completely in domination, since the only reason sitting back and defending a position would ever be optimal is if that was the intended behavior (i.e. you control at least 2 of 3 points).
MechWarrior is also a class based shooter. The mechanics are obviously vastly different, but it would be pretty fair to compare it to something like TF2, CoD, or BF3, at least in its fundamental attitude. You bring all of your tools into the match from the start and you have to use them to prevail against your opponents. If there is no reason to control space, the clear move is to pack yourself into the most advantageous position possible and wait for the other team to get brave. This is going to happen in TDM.
I have heard two counterarguments to this, both of which are so facile it beggars belief that their originators were not embarrassed into keeping them private but I will number them for your amusement:
a ) Artillery will solve this.
No. It wont. By definition "the most advantageous position" will be sufficiently protected from artillery to justify its use over any other. That camping team also has access to artillery, and there is no reason they cannot use it back. Further, the (necessarily vastly more powerful) equivalents in Call of Duty do absolutely nothing to resolve camping.
b ) Report Function
Again, ******* daft. You are proposing to report people for correctly exploiting their advantages and playing in an optimal fashion?
In MWO, TDM is going to require both teams to enter into an implicit contract that they don't just pursue a boring optimal behaviour and cause stalemates every time.
3. I strongly believe that TDM will lead to loadout homogenization, and everyone will run an assault mech.
I think people will be familiar with this argument and its justification, especially since we are already seeing this to some degree in assault and conquest. If we remove any need for spatial control, certain mechs are out of the running. I think it is very likely that matches will devolve into big teams of stalkers and atlasses bashing the snot out of each other, much like what happened to alpine before people figured out you could just swing around the mountain and cap the base.
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TL;DR
Anyway, in summation, TDM is a slapdash, clusterf**** . There is no rhyme or reason to it; it's just a good ol' fashioned scrubfest. And that's fine. Frankly, I see no reason not to include it since people want it and it doesn't sound costly, but those of you foolish enough to propose the game cannot be competitive until such time as it is included should get over it.
Edit: Added an abstain option.
Edited by Noobzorz, 28 March 2013 - 11:34 AM.