What happens in battle when you die?
#81
Posted 12 June 2012 - 06:48 PM
#82
Posted 12 June 2012 - 06:54 PM
Also, to you people who keep sayin watchin others will teach us how to play. I ask you a question. How does watchin someone pound around in an Atlas or a heavy teach me how to pilot say...a Cicada or a Raven better as a scout? It wouldn't so your argument fails in that respect.
#84
Posted 12 June 2012 - 07:09 PM
also note to whomever runs these forums, the five letter word for "a stupid person" gets through the filter when plural
Edited by Battlecruiser, 12 June 2012 - 07:11 PM.
#85
Posted 12 June 2012 - 07:39 PM
shintakie, on 12 June 2012 - 06:54 PM, said:
Also, to you people who keep sayin watchin others will teach us how to play. I ask you a question. How does watchin someone pound around in an Atlas or a heavy teach me how to pilot say...a Cicada or a Raven better as a scout? It wouldn't so your argument fails in that respect.
How do you know you would be your teams only scout?
I am just guessing here but I bet each map has more than one point at which opposing forces will be able to strike each other. Most teams will want more than one scout to watch multiple access points.
A one life per round style doesnt mean your going to spend hours spectating. I am sure the rounds will be between 7 and 10 minutes. If you are dying in 2 or 3 of those then you are obviously doing something wrong.
#87
Posted 12 June 2012 - 07:52 PM
#88
Posted 12 June 2012 - 07:52 PM
#89
Posted 12 June 2012 - 08:11 PM
WoT player usually have that 1-2 tanks they really like, so they nurture them carefully aka no suiciding out there thinking they are invincible, so if they die and the tank is locked for the rest of the duration of the map they are forced to choose a another vehicle, and this is where suicide tactics begin, these are the steps
1 get into a game with fav tank, dies in that game due to bad luck or lack of skill
2 gets into next tank, suicide run for guarranteed profit, dies
3 checks if fav tank is back again, its not, next tank to suicide run in, dies
4 YES fav tank is back jumps into it and goes for the fun ride.
the problem here is that ppl WILL get money/xp during those suicide runs no matter what they do. i bet we dont want that cause that will bring on the suicide runners.
the system of only giving creds and xp at end of the match to ppl still connected. is BAD
ppl waiting = no fun = they stop playing = a game that dies faster then starwars did when sony took over
so HOW do we get a good ratio of playing,
EvE has a point in Death must have meaning,but eve is too harsh for a huge majority of the gamers.
WoT has point in death (must wait for battle to finnish to play that vehicle again) But its not propelry set
how do we get a game where death has meaning yet isnt to harsh
shall we put in Repair time on the mechs so that the bigger/badder the mech is the longer cooldown for its reusage as it take longer to fix it?
Shall we lock the vehicles untill end of round only and apply repair bills? (WoT)
Shall we drop player XP and add a repair bill? (D3)
shall we just add a repairbill?
Shall we have a limited amount of lives on mechs for each day?
Shall the vehicle be locked in combat and after combat recive a maintinence cooldown of say 5 minutes?
IMO WoT has a good system but its not optimal its prone for abuse so if the WoT system was used but with stiffer penalties.
but then the question is ''How do we penalize suicide runners'' not What happens in death.
if we lock the mech in battle so it cant be Instantly reused it might actually work as a method to keep ppl caring for the mechs they have,
if the mech is when sent into combat locked for 20 minutes, u want a another mech.. which is locked 20 minutes a third mech as a backup incase the first one havent been repaired yet cause you had a tiny accident revolving an AC/20
This of course needs some balancing so lets say the first week the mechs are only locked ALA WoT style so new players can get back in the saddle quickly and learn but keep older players on their toes and not kamikaze running just cause their Timberwolft got its cockpit smashed in by an atlas foot
#90
Posted 12 June 2012 - 08:12 PM
shintakie, on 12 June 2012 - 06:54 PM, said:
Also, to you people who keep sayin watchin others will teach us how to play. I ask you a question. How does watchin someone pound around in an Atlas or a heavy teach me how to pilot say...a Cicada or a Raven better as a scout? It wouldn't so your argument fails in that respect.
Well, if that assault/heavy mech is fighting an enemy light mech, you can see the assault/heavy's reactions to the light mech.
You can see what the enemy scout is doing to the assault/heavy. If what the light mech is doing works at all compared to what you did... assuming the assault/heavy can even keep eyes on it at all. Hopefully learning from it
If you happen to have another light mech on your side that is still alive (its probably possible), you can see what that person is doing.
See if what that person is doing works or not against the same mech you died to.
#91
Posted 12 June 2012 - 08:19 PM
#92
Posted 12 June 2012 - 08:25 PM
#93
Posted 12 June 2012 - 08:30 PM
#94
Posted 12 June 2012 - 08:31 PM
#95
Posted 12 June 2012 - 08:49 PM
Thomas Hogarth, on 12 June 2012 - 12:07 AM, said:
exactly I'm tired of people trying to compare this title to World of Tanks. Seriously people stop doing this! This is not a tank game okay? go play World of Tanks if you like it so much and stop posting on this forum about it shesh!
#96
Posted 12 June 2012 - 08:54 PM
Akea, on 12 June 2012 - 08:11 PM, said:
WoT player usually have that 1-2 tanks they really like, so they nurture them carefully aka no suiciding out there thinking they are invincible, so if they die and the tank is locked for the rest of the duration of the map they are forced to choose a another vehicle, and this is where suicide tactics begin, these are the steps
1 get into a game with fav tank, dies in that game due to bad luck or lack of skill
2 gets into next tank, suicide run for guarranteed profit, dies
3 checks if fav tank is back again, its not, next tank to suicide run in, dies
4 YES fav tank is back jumps into it and goes for the fun ride.
the problem here is that ppl WILL get money/xp during those suicide runs no matter what they do. i bet we dont want that cause that will bring on the suicide runners.
the system of only giving creds and xp at end of the match to ppl still connected. is BAD
ppl waiting = no fun = they stop playing = a game that dies faster then starwars did when sony took over
so HOW do we get a good ratio of playing,
EvE has a point in Death must have meaning,but eve is too harsh for a huge majority of the gamers.
WoT has point in death (must wait for battle to finnish to play that vehicle again) But its not propelry set
how do we get a game where death has meaning yet isnt to harsh
shall we put in Repair time on the mechs so that the bigger/badder the mech is the longer cooldown for its reusage as it take longer to fix it?
Shall we lock the vehicles untill end of round only and apply repair bills? (WoT)
Shall we drop player XP and add a repair bill? (D3)
shall we just add a repairbill?
Shall we have a limited amount of lives on mechs for each day?
Shall the vehicle be locked in combat and after combat recive a maintinence cooldown of say 5 minutes?
IMO WoT has a good system but its not optimal its prone for abuse so if the WoT system was used but with stiffer penalties.
but then the question is ''How do we penalize suicide runners'' not What happens in death.
if we lock the mech in battle so it cant be Instantly reused it might actually work as a method to keep ppl caring for the mechs they have,
if the mech is when sent into combat locked for 20 minutes, u want a another mech.. which is locked 20 minutes a third mech as a backup incase the first one havent been repaired yet cause you had a tiny accident revolving an AC/20
This of course needs some balancing so lets say the first week the mechs are only locked ALA WoT style so new players can get back in the saddle quickly and learn but keep older players on their toes and not kamikaze running just cause their Timberwolft got its cockpit smashed in by an atlas foot
Well, you have a couple good points Akea.
EvE's death penalty would be too harsh for MWO. especially when your mech's survival depends quite a bit on lancemates and isn't persistant.
There are repair bills in MWO, we just don't know the specifics on how much repairs cost..., or how much c-bills/xp you would even get if you run in die and wait.
You get a repair bill if you leave before the match ends, and get no rewards if you do.
Higher mech repair bills might just be enough
Unfortunately it would be hard for any kind of game to be able to recognize whether or not that light mech that just ran in was an actual low skill scout, just got focus fired, got a lucky gauss to the head, or was a run in a die type of pilot. So some kind of "run in and die" detector would be kind of hard to program
Maybe some kind of report setup? that would be kind of hard to enforce because there are people that would report just to be mean.
Locking a person's mech after a battle that they already waited through to the end when they only have 1 mech wouldn't really work, especially when people are still learning and can die by being a rookie...Or the Gauss to the head
YAY speculation
#97
Posted 12 June 2012 - 09:15 PM
*P.S ive been awake now for about.... 43 hrs..... im gonna go and droola bit on my pillow and when i wake up im gonna not remember a single thing bout the wall of text i made.
#98
Posted 12 June 2012 - 09:42 PM
Yuba Frank, on 12 June 2012 - 06:03 PM, said:
I think a spectator mode from the POV of your team mates is very important, much like CS of old. I'm not saying you should necessarily HAVE to stay in the game, but you should have something mildly engaging to do while staying in the game with your lance-mates. I play a lot of SC2 multi-player and I definitely prefer having SOMETHING to do to sort of help my team mates so I'm not staring at my mech-bay for 10 minutes waiting for their match to start.
On the flip side, if I'm playing super-casually I would like the option of hopping out of the match I'm eliminated in, even if the mech I was using is unavailable, and going into another game because I do respect that "I have limited play time available" argument.
#99
Posted 12 June 2012 - 10:26 PM
This would only be information already picked up by allied mech's scanners, so you wouldn't get an advantage after dying. It would be the advantage of having a dedicated set of eyes watching the scopes.
#100
Posted 13 June 2012 - 06:18 AM
UncleKulikov, on 12 June 2012 - 10:26 PM, said:
This would only be information already picked up by allied mech's scanners, so you wouldn't get an advantage after dying. It would be the advantage of having a dedicated set of eyes watching the scopes.
right idea, although still sounds like somewhat an unfair advantage. But the idea of still being able to help in some way is sound. Anything that would allow us some kind of participation while we wait...
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