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Psa: New Spawn Points!


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#41 Kjudoon

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Posted 05 December 2013 - 01:20 PM

View Postaniviron, on 05 December 2013 - 01:17 PM, said:


A smart TDM game has wave respawns- and the objective you capture is the cloning machine/factory/dropship that respawns your enemies.


ugh. sound like worst case scenario to me. even less encouragement to play smart. Those who want this should find another game and not ruin this one.

Edited by Kjudoon, 05 December 2013 - 01:21 PM.


#42 Kjudoon

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Posted 05 December 2013 - 01:24 PM

View PostBuckminster, on 05 December 2013 - 01:10 PM, said:

Before you write off TDM, let's see how they implement it. Removing the option of ending a match by cap doesn't necessarily negate all tactics. It'll also depend on if/how they implement a respawn mechanic. COD style respawns are a fail for me because it breaks up the team - that single player that respawns is on his own. Maybe they'll come up with something innovative that doesn't completely destroy the team play aspects of MWO.

Maybe. I'd be lying if I said that PGI hasn't disappointed me with some of their game mechanic ideas.




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#43 Kraven Kor

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Posted 05 December 2013 - 01:27 PM

View PostKjudoon, on 05 December 2013 - 01:20 PM, said:


ugh. sound like worst case scenario to me. even less encouragement to play smart. Those who want this should find another game and not ruin this one.


Exactly.
  • Does not at all fit the lore ("Battlemechs are rare and powerful and expensive and hard to repair / maintain")
  • Would completely change gameplay and load-outs further towards max offense / charge-die-respawn.
Please, please... no.

No "typical respawns" in this game, ever, period. At least make "respawns" fit the lore - reinforcements arriving from "off board," at set times, and in limited quantities.

A game-mode where you can use multiple mechs as you get killed, I would be all for, so long as it fits the lore in some fashion and attempts to be immersive and fitting of the "gritty" nature of Battletech.





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