Make Respawns A Thing For Assault And Conquest
#1
Posted 02 October 2013 - 03:53 AM
#2
Posted 02 October 2013 - 03:54 AM
but not sure if it will be in game.
#3
Posted 02 October 2013 - 04:00 AM
#6
Posted 02 October 2013 - 04:10 AM
Shockwave144, on 02 October 2013 - 04:05 AM, said:
That's the thing, you DO die. And you get to sit and wait until next drop becomes available. This isn't going to make kamikaze-warriors a viable tactic. Dying still has a sizable penalty in that you spend that much less time completing/defending an objective. Look at TF2. Hell, if you want to really dissuade kamikaze play, tie a player's longevity to the amount of Cbills they earn post-match. Costs money to drop in single player games, right?
#7
Posted 02 October 2013 - 04:22 AM
TychoTheItinerant, on 02 October 2013 - 04:10 AM, said:
That's the thing, you DO die. And you get to sit and wait until next drop becomes available. This isn't going to make kamikaze-warriors a viable tactic. Dying still has a sizable penalty in that you spend that much less time completing/defending an objective. Look at TF2. Hell, if you want to really dissuade kamikaze play, tie a player's longevity to the amount of Cbills they earn post-match. Costs money to drop in single player games, right?
That's if they do it that way but I won't hold my breath.
#8
Posted 02 October 2013 - 04:25 AM
It's a nice compromise between the group of people who want respawns, and those who don't.
#9
Posted 02 October 2013 - 04:47 AM
Also I do not want this game to become more and more zerging. Leave the respawns out it dumbs down the game.
#10
Posted 02 October 2013 - 04:50 AM
WarHippy, on 02 October 2013 - 04:47 AM, said:
Also I do not want this game to become more and more zerging. Leave the respawns out it dumbs down the game.
How would a respawn result in more zerging than is already present, or "dumb down" the game?
#11
Posted 02 October 2013 - 04:52 AM
#12
Posted 02 October 2013 - 04:56 AM
Joseph Mallan, on 02 October 2013 - 04:52 AM, said:
Are you seriously arguing for canonicity in a game that has already dropped the ball PLENTY of times on that? Clan invasion, Gauss mechanics, the list goes on. Canon works fine for TT, which the BattleTech canon was DESIGNED for, but for MechWarrior, especially a multiplayer incarnation like MWO? Come on.
Sarna.net said:
As an official product with a valid license, MWO can be regarded as apocryphal.
Edited by TychoTheItinerant, 02 October 2013 - 04:58 AM.
#13
Posted 02 October 2013 - 04:57 AM
Controlled Respawns, acceptable.
Kill only matches: Absolute fail. (If you have to ask why.. you haven't run into the shutdown troll spider of spite.)
#14
Posted 02 October 2013 - 05:00 AM
Gauss Mechanic works well for a 90m Minimum Mechanic.
#15
Posted 02 October 2013 - 05:00 AM
#16
Posted 02 October 2013 - 05:02 AM
#17
Posted 02 October 2013 - 05:05 AM
Livewyr, on 02 October 2013 - 04:57 AM, said:
Controlled Respawns, acceptable.
Kill only matches: Absolute fail. (If you have to ask why.. you haven't run into the shutdown troll spider of spite.)
How is respawn bad for the economy?
Joseph Mallan, on 02 October 2013 - 05:00 AM, said:
Gauss Mechanic works well for a 90m Minimum Mechanic.
Already into the "appeal to ridicule" stage are we? "ONLY LOOOOOOOOOSERS WANT RESPAWN" :V
Edited by TychoTheItinerant, 02 October 2013 - 05:06 AM.
#18
Posted 02 October 2013 - 05:09 AM
#19
Posted 02 October 2013 - 05:09 AM
TychoTheItinerant, on 02 October 2013 - 04:50 AM, said:
How would a respawn result in more zerging than is already present, or "dumb down" the game?
Respawns take away from the risk resulting in lower tactical awareness, and need for group interaction. In most respawn games players just swarm the objective until one side gains and advantage and it snowballs into a win. That is fine for some mindless fun, but does not make for compelling play. Making a mistake that gets you killed needs to have meaning. Working with your team needs to have meaning.
#20
Posted 02 October 2013 - 05:11 AM
Farix, on 02 October 2013 - 05:09 AM, said:
Well, maybe if players didn't feel so damn starved for cbills that they felt they needed to resort to farming, it wouldn't be an issue.
WarHippy, on 02 October 2013 - 05:09 AM, said:
Respawns don't remove that risk entirely. In the time between when you get killed and the next drop comes around, a lot can happen that could have ended more favorably for your team if you hadn't gotten yourself killed. If anything, the ability to respawn will force more team coordination to obtain objectives. An in-game VOIP would do wonders for this, as well, or allow for certain "talk" commands to be hotkeyed for quicker use and increased coordination. Hell, while they're at it, putting a player on each team in the role of MechCommander and making them responsible for parsing gathered intel and relaying orders/laying out strategy would be great.
Edited by TychoTheItinerant, 02 October 2013 - 05:17 AM.
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