Respawning
#1
Posted 08 April 2013 - 12:12 AM
For me it seems to be one big downside verses a plethora of decent benefits;
Downsides
Some element of peril that lend credibility to a simulation are undoubtedly lost. I'm not oblivious to the gravity of this and in an ideal world would prefer the single mech model to stay. However...
Benefits
Expand Game types Conquest is currently little more than glorified Assault and could be improved immeasurably (especially on the larger maps) with a longer, tactical game in which more than one approach/defence/offence can be used to turn the tide of ticking points. There are enough examples out there of games that have made a success of conquest under those conditions that I hardly need to justify this point.
Improve ratio of playtime against downtime. Currently the average game length feels like around 10 mins. You tell me. Either way it seems that many players enjoy far shorter periods of action than they could be given the addition of respawns. I honestly can't think of a good reason to have someone connected to your server resources for ten minutes at at time and not actually able to enjoy the game nor further. Obviously they can't amend their current mech of choice in the mechlab either to fix disco farmers so it's spectate and be damned. There should be a period of dead time for sure but the entire round? In all but pure LMS gametypes it's a barrier to enjoyment, especially with 8v8 player games as rare as they are (in favour of 8v7, 8v6 etc)
The right tool for the right job. I've got four mechs in my dropship to cover various roles. Please let me choose a sensible one for the given map. This is a self-balancing mechanic which retains the need to build sensibly whilst still feeling the enjoyment of launching the low heat mech first when Caustic comes around.
Get over the sim thing. I'm as big a proponent as anyone but it hasn't worked as we'd all like it. We're not back to the drawing board, but I think some key design decisions are owed a rethink.
ggthx.
#2
Posted 08 April 2013 - 05:27 AM
#3
Posted 08 April 2013 - 05:29 AM
#4
Posted 08 April 2013 - 07:25 PM
Hotthedd, on 08 April 2013 - 05:29 AM, said:
Would it? Drive a lot of people off, that is. Even if there was a severe re-spawn allergy, wouldn't only be an issue if you HAD to play a re-spawn mode?
While I agree that its foolish to ignore your current clientele in favor of those you may never have, but this is an idea that could play to both sides.
Like the dropship idea - it creates longer, more intense matches for the veterans while giving more breaking in time for the newer players.
#5
Posted 08 April 2013 - 07:46 PM
#6
Posted 08 April 2013 - 08:34 PM
Edited by Causticus, 08 April 2013 - 08:34 PM.
#7
Posted 10 April 2013 - 05:39 AM
Critical Fumble, on 08 April 2013 - 07:25 PM, said:
While I agree that its foolish to ignore your current clientele in favor of those you may never have, but this is an idea that could play to both sides.
Like the dropship idea - it creates longer, more intense matches for the veterans while giving more breaking in time for the newer players.
Yes. Yes it would drive off many Mechwarriors. Even if one did not have to play it, the fact that other people would get rewarded for easy mode would make the grind not worth the effort. There are other games to play.
#8
Posted 10 April 2013 - 05:56 AM
Hotthedd, on 10 April 2013 - 05:39 AM, said:
You're making it sound like a moral issue, you don't have to offer human sacrifices to respawn, you know.
As long as the time invested:rewards ratio stays the same between the two, your point holds no water. It being easier holds no water either, as both sides would be able to respawn.
I'd grant that pure unrestricted respawns would be stupid, but a limited respawn or the ability to use another mech from your bay could be interesting.
#10
Posted 10 April 2013 - 07:08 AM
Inertiamon, on 08 April 2013 - 12:12 AM, said:
Get over the sim thing? lol
This isn't the standard FPS. Limited four-'Mech Dropship mode is the only "respawn" we should ever have to deal with.
The tactics used by people in no-respawn games are totally different than those who play games where respawn is the norm. We do not want respawn tactics to invade our game. Newbies should have to learn that there are limited resources and that they should be careful with their 'Mech. Besides, our way will make them a better player in other games.
If you don't want to be connected to a match for 10 minutes while you're dead, earn yourself another 'Mech and then exit the match and use the second 'Mech to play a second match. By the time that's done, your first 'Mech should be ready again.
#11
Posted 10 April 2013 - 08:49 AM
#12
Posted 10 April 2013 - 08:52 AM
#13
Posted 10 April 2013 - 09:54 AM
#14
Posted 11 April 2013 - 01:32 AM
#15
Posted 11 April 2013 - 01:40 AM
Durant Carlyle, on 10 April 2013 - 07:08 AM, said:
Until their next match four minutes later where their destroyed mech is absolutely shiny and new and refilled with weapons and on a different planet and they're not still dead on the last planet right? We're already well past anything remotely sim related. The sooner everyone groks that the better imo. Let's have a conversation about what we are playing, not what we expected.
Plenty of games keep the connected/playing ratio higher than MWO whilst punishing failure. I think there's substantial grey area between what you say is "respawn tactics" and what we have now. Namely that (as I mentioned) there should be downtime. The downtime is punishment for being dead. CS always managed that by putting you out for a round. MOBA's have an increasing downtime punishment in accordance with level. This game could penalise you against your match totals as mentioned above. There's both XP and CB to eat into there.
The fact remains that making it one drop permadeath is crippling gametype innovation. That cannot be a good thing.
Durant Carlyle, on 10 April 2013 - 07:08 AM, said:
Wow.
Durant Carlyle, on 10 April 2013 - 07:08 AM, said:
Doesn't this entirely encourage the "respawn style" that you rail against? I don't see how this isn't sim-breaking but ejecting and dropping another mech is.
Edited by Inertiamon, 11 April 2013 - 02:26 AM.
#16
Posted 11 April 2013 - 01:48 AM
it would be OPTIONAL, so i would like to see rather a game mode that doesn't succeed in the end than nothing.
beta = testing
Edited by bookwood, 11 April 2013 - 01:50 AM.
#17
Posted 11 April 2013 - 02:16 AM
#18
Posted 11 April 2013 - 02:37 AM
#19
Posted 11 April 2013 - 03:12 AM
Krigherren, on 08 April 2013 - 07:46 PM, said:
eh... part of that statement is pretty wrong... there are dropships that can carry entire mech batallions and their gear like the overlord, hell even the union class has room for 12 mechs the overlord carries a compliment of infantry, 36 battlemechs and their gear, and has a seperate bay for 6 aeros
#20
Posted 11 April 2013 - 03:38 AM
-Armin
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