Rush Mode
#1
Posted 23 April 2013 - 07:43 AM
Any hope? Definitely would need respawn so not sure about what that would do to the scoring / c-bills / stats etc... I gotta believe it would be a fun mode though!
#2
Posted 23 April 2013 - 07:48 AM
#3
Posted 23 April 2013 - 07:55 AM
Joseph Mallan, on 23 April 2013 - 07:48 AM, said:
It simulates a much larger engagement... let alone that 64 players in a game like battlefield can all kill each other within the space of a few minutes. So it's more a test of strategy than outright killing. Can you defend long enough and can you attack efficiently enough within your 'ticket' limit to win... in this manner there is always a battle raging, it doesn't necessarily depend on a numbers advantage or disadvantage. You attack until you run out of tickets, you defend until you lose all the bases or win.
#4
Posted 23 April 2013 - 08:10 AM
#5
Posted 23 April 2013 - 09:08 AM
Joseph Mallan, on 23 April 2013 - 07:48 AM, said:
Its really really simple. No respawn rush mode = psuedodeathmatch mode number 3. Most conquest matches don't end in base cap nor do most assault.
Another mode with kill everyone or do something is another mode where its easier to kill everyone. Only thing that could prevent something like this would be some kind of repair bay. Plus we've been waiting for a multimech dropship mode for a while.
#6
Posted 23 April 2013 - 09:43 AM
Joseph Mallan, on 23 April 2013 - 07:48 AM, said:
I can see "limited respawn" in the form of Reinforcements, with an additional meta-game of "Do I switch to new mech now, or wait until the next wave?" as you go through your Four Selected Mechs.
Respawn itself is not a horrible thing; limitless respawning, instant respawning, are problematic as they encourage stupid gameplay (spawn, die, spawn, die, repeat - throw bodies at them until you win or lose.)
I could see a Gold Rush game mode where you get reinforcements at each wave.
I will just stop playing if they ever add the "ticket" system of respawning where we go out and die 20, 30, 40 times per match.
#7
Posted 23 April 2013 - 09:46 AM
#8
Posted 23 April 2013 - 09:52 AM
Also, as much as I hate it when someone advertises their threads in replies to other threads this suggestion I made is how I imagined rush.
http://mwomercs.com/...onslaught-mode/
#9
Posted 23 April 2013 - 09:53 AM
Joseph Mallan, on 23 April 2013 - 09:46 AM, said:
Have you ever played TT with Reinforcement Waves?
Again, I feel "respawn" could be done and done well in this game, so long as it is limited - limited both in the number of "respawns" you get, and in when those respawns occur (after specific objectives are captured or lost, after specific amounts of time, or during the transition between two parts of a multi-phase map / game-mode.)
#10
Posted 23 April 2013 - 09:57 AM
I don't know if a 1-way Rush mode would be needed if they have 1-way capture objectives... Community Warfare is supposed to have asymmetrical fights, and there will be some sort of Respawn-enabled fighting mode... but giving unlimited respawns to one team might be a little distant from how MechWarrior games are often expected to play-out.
Edited by Prosperity Park, 23 April 2013 - 09:58 AM.
#11
Posted 23 April 2013 - 09:58 AM
As I said this mode would not be one at I would play if respawn was included. I have no doubt some will find it appealing but no me.
To each their own.
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