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Brainstorming: What happens to you during a match after you die?


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#21 Caballo

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Posted 08 November 2011 - 03:51 PM

View PostMyraeri, on 08 November 2011 - 03:24 PM, said:


In a team game there are ways to die even if you are playing well. In an equally skilled 4v4 engagement in an open field, if you're the unlucky soul that gets picked out as the first focus target of the other team, you are likely going to be dead with 5-7 mechs left on the field. So everyone should care how fun the game is after that point.





Roger. Of course there are, but the best i've seen in a no respawn match was 3/1, maybe 4/1... but no eternal life. Your mech is going to be destroyed for sure, one time or another. I want you to understand i'm mostly a cooperative player, who likes when a member of my team gets an enemy killed if I couldn't do it by myself, because i "died" coring him down. That loses sense to me if the nme i worked out respawns inmediatly after dying.

All of us know waiting is not funny, and, of course, being the target of 4 enemies at once is not a lucky situation, but i'm sure it's not the most common (at least after the tenth time it happens to you), and it will sure make newbies think "I guess i should've been sticking to my lancemates instead of running for the glory by myself". wich is a logic idea. And, after all, i guess you are not expecting to have a 12/1 in a match vs a mechwarrior who pilots just as you...

Anyway, my point wasn't that. I was just stating my opinion, which is "I don't like respawn matches" for a number of reasons. I don't think it is a good idea to be able to reach the mechlab neither once a match's begun, unless you have to wait for another round. You picked up a config, so you must stick to it. Though luck if you were wrong. Anyway, that's my point of view, of course.

Edited by Caballo, 08 November 2011 - 04:20 PM.


#22 Caballo

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Posted 08 November 2011 - 04:17 PM

Also, No respawn would bring lights a place. I don't need to know where's the NME in a forced respawn match: I KNOW where it is after the first round. But, if there's a risk of getting killed and stand 10 minutes if i don't know where the shots will come from, i will value positively the presence of a scout mech who tells me "Hey mate, SHOOT HERE!"

#23 Odin

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Posted 08 November 2011 - 04:20 PM

What happens to you during a match after you die?


In all "fun" game modes you respawn, no penalty, no wait.
In versus game mode, say 2 partys red and blue duking it out, no objectives,
you respawn, no penalty, no wait.
In any game mode with an objective:
hold, defend, attack, conquest, respawn is limited (number of respawns),
or you get a time penalty, max 1or 2 minutes to wait? or both.


Since we get an RPG element into this, something like pilot stats for our Mechjockeys,
I'd like to consider this part of respawn as well.
In all "fun" based game modes: KOTH, TDM, DM, stats are off.
In all objective based game modes, your death has consequences.
What that may be isn't the question here so I ignore it.
But you don't get full rewarded.

I wonder if we can keep the same Mech for that match, or during more serious matches (objective based)
if we have to face repair costs etc. - would love that - but I don't know how far Piranha is driving this aspect.
Personally I'd like to see more restrictions but I doubt they risk frustrating the players about that to much.

Edited by Odin, 08 November 2011 - 04:22 PM.


#24 Sirisian

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Posted 08 November 2011 - 05:22 PM

I'd like a lot of choices depending on the map size and player counts. Single death and ticket systems are both nice. Not sure why you'd want to restrict it to just one. Also for larger maps with a more than two lances I'd like to see ticket systems/unlimited respawn until one team has taken the objective. The last thing I want to do when I play a game usually is to sit around. I'll just leave and join a new match usually. No one plays a game to spectate. :)

#25 Volkodav

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Posted 09 November 2011 - 03:19 AM

View PostSirisian, on 08 November 2011 - 05:22 PM, said:

I'd like a lot of choices depending on the map size and player counts. Single death and ticket systems are both nice. Not sure why you'd want to restrict it to just one. Also for larger maps with a more than two lances I'd like to see ticket systems/unlimited respawn until one team has taken the objective. The last thing I want to do when I play a game usually is to sit around. I'll just leave and join a new match usually. No one plays a game to spectate. :)


Completely I support!

#26 Stormwolf

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Posted 09 November 2011 - 03:21 AM

View Postkargush, on 08 November 2011 - 03:48 PM, said:

"It's five hours, Bill. On wooden seats. And no toilets this side of the Thames."


Dying shouldn't be nice...

#27 Dozer

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Posted 09 November 2011 - 03:39 AM

The only option that covers any and all alternatives is that each match has a participation c-bill reward with additional c-bills for each objective accomplished. You also accumulate credits at a given rate based on your reputation and these match c-bill bonuses are added either during the match or at its end to cover costs.

You're total c-bill bank account covers costs of repair/respawn during and after the match. There is however a timer (reasonable) for repairing/respawning in the match itself (which may escalate each time) to ensure some sense of realism and practical game play. Once you get to the point you can't pay you have the option of leaving or spectator; and you can still leave at anytime if you want.

Objectives acheived in the matches/game may very well provide a temporary or sustained bonus to c-bill accumulation, repair cost reduction etc to a lance, corp or House... even alliance. And because you get a participation bonus each match and some form of trickle c-bill revenue based on your growing reputation you're never going to be out of the pvp for too long.

The trick is balancing it properly ofc but this is a just a brainstorming session rather than a design discussion.

Edited by Dozer, 09 November 2011 - 03:41 AM.


#28 AlienInvader

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Posted 09 November 2011 - 08:29 AM

In random battles (WoT style): no respawn. You die, either watch the rest of the match, or exit battle and hop in another mech and get in another random match.

Edited by AlienInvader, 09 November 2011 - 08:29 AM.


#29 UncleKulikov

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Posted 09 November 2011 - 09:11 AM

If one life per round:
Spectate allied mechs, potentially spot enemies for them to encourage sticking around.
If you quit, you can join another match immediately, but the mech that was destroyed in the previous match becomes unavailable until that match ends.

If respawn:
...you keep playing.

Regardless of spawning:
destroyed mechs grant a certain amount of salvage either percentage chance for each component, or based on how damaged the internal components are.

#30 Zerik

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Posted 09 November 2011 - 09:23 AM

If I die, I assume that I am dead, and thus, not coming back...

#31 Haeso

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Posted 09 November 2011 - 09:23 AM

I am in favor of a tickets system that works off of Tonnage and/or the ability to leave the battlefield and return with a different Mech. A tickets system works very well especially if you can set the number of tickets based on the type of conflict, or perhaps have the players able to set the options themselves? For a deathmatch style fight you could have zero tickets to be a last man standing style, or even infinite tickets and victory based upon total tons destroyed, tons destroyed is an important distinction to make for the balance between scout all the way to assault.

As far as when out of tickets/no ticket matches, spectator glued to PoV of friendly pilots, able to switch between them. If you have the option to leave the match, there should be bonuses for staying instead, otherwise you encourage do as much as you can until you're dead then join a new match. (This assumes no persistent mech/buying new mechs of course, as much as I don't like that, I think it's fairly likely you won't be 'losing' mechs =/)

Edited by Haeso, 09 November 2011 - 09:26 AM.


#32 Mezzanine

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Posted 09 November 2011 - 09:33 AM

Please, let's not have any respawns in conquest mode.

I could see a delayed respawn having a place in straight up vs. matches, but not in the larger game.

If I die, I'd prefer the option of spectating from my teammates' POV, or dropping out of the match completely. Or eliminate spectating altogether and force-quit the player shortly after their defeat. I like the tension and realism of one mech per match, and an unlocked spectator mode will lead to abuse through 3rd party voice programs.

#33 Akula

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Posted 09 November 2011 - 09:35 AM

As long at there aren't to many mechs on each side (and considering mechs sould be able to take a bit of fire before going down) I think one live per round would be fine. Mind you... I may have just got used to that style from playing WoTs alot. (I know, I know... :))

#34 RangerRob

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Posted 09 November 2011 - 09:42 AM

Not thrilled about respawning in the same match that you were offed in.

Move on to the next fight with another mech, or wait it out.

#35 Deadmeat313

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Posted 09 November 2011 - 09:50 AM

I agree it should be WoT style. You die, then you can sit and watch your allies play on, or exit battle and join another fight in another 'Mech.

o7

#36 Black Sunder

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Posted 09 November 2011 - 10:16 AM

When you die your mech is dead. No respawns in that match. Loss has consequences.

#37 Haeso

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Posted 09 November 2011 - 10:33 AM

I'll be very surprised if that death actually has consequence death or not, I suspect you won't be 'losing' mechs. Considering how expensive mechs are, I cannot imagine how on earth without literally being a soldier for a house you could ever hope to afford replacing them, unless the game is designed around rarely if ever 'dying' and more on doing what you can then retreating before losing that last bit of armor.

But again, I doubt that.

We're most likely going to see death mattering very little. I'll be pleasantly surprised if that's not the case, but yeah don't count on it.

I definitely favor objective style matches with no respawns at all, but a ticket based respawn that works off battle value/tonnage, would be alright by me. I like the idea of reinforcements, not necessarily just simple respawns, but requiring a drop ship landing and the works. I just really wonder how much out of battle simulation are we going to see, Tabletop/Mech Commander levels of resource management, are we really going to be fighting tooth and nail just to break even? I just don't buy it. I'd love it, but the mass appeal of that is pretty low. It really comes down to how much is this going to be simulation and how much is arcade, what's their target audience, the old guard or are they going to be aiming to expand the playerbase. We'll see as they release more information.

The only thing I do know, I'll be supporting the game no matter what path it takes, I miss Mech Warrior - I'd take another watered down Mech Warrior 4 over the nothing we've gotten in the past decade. :)

#38 Lio Lio

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Posted 09 November 2011 - 10:36 AM

No respawn..but hopefully I can exit battle and hop in another mech like in WoT

#39 Dayuhan

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Posted 09 November 2011 - 10:43 AM

I would suggest a modified respawn option where each force decides in advance how many 'mechs they will assign to the operation. For an all out assault you could be looking at several companies or even an full battalion of 'mechs while for a quick recon you may only have a single Lance of four. Once the number of 'mechs is decided for each team the players for that team can respawn as long as there are available 'mechs in the 'mech pool - once the pool runs out they can no longer respawn and must sit in POV mode watching their team mates complete the mission.

For example B Company is assigned to perform a Hit-and-Run raid on an enemy supply depot. Their objective is to destroy as much as they can without taking staggering losses themselves. The Company decides to send in three lances (12 'mechs) but there are actually only five people playing - so of the original twelve 'mechs only five are in play - leaving seven in the unused pool. If one of these five 'mechs is destroyed during the mission the player has the option to respawn using one of the remaining seven 'mechs in the team's pool until the pool is used up or the mission is complete.

This allows for a limited respawn that encourages economy of forces - because there is a point where they will run out of 'mechs. It also allows for mismatched missions because neither side knows how many units the other side is devoting to the operation (unless they Out-Of-Character OOC agree on a limit before the game starts).

Edited by Dayuhan, 09 November 2011 - 10:48 AM.


#40 REDSLATE

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Posted 09 November 2011 - 10:58 AM

And when he gets to Heaven,
To Saint Peter he will tell:
One more soldier reporting sir-
I've served my time in Hell.

Author unknown





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