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Retreat Option


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Poll: Retreat Option (57 member(s) have cast votes)

Retreat Option

  1. Voted Yes (27 votes [47.37%] - View)

    Percentage of vote: 47.37%

  2. Voted No (30 votes [52.63%] - View)

    Percentage of vote: 52.63%

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#21 Corvus Antaka

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Posted 11 March 2014 - 09:59 AM

View PostBhael Fire, on 11 March 2014 - 09:45 AM, said:

No retreats.


Why not?

oh right - no one in the real world ever retreats.

or do they?

Might want to read up on battlefield tactics.

#22 Bhael Fire

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Posted 11 March 2014 - 10:02 AM

View PostColonel Pada Vinson, on 11 March 2014 - 09:59 AM, said:

Why not?


It's too easy. Now if it were to entail forcing the retreating forces to find the evacuation route, then that would bring an element of skill into the game, and I'd embrace that. But simply running off the map is too easy.

#23 Gladewolf

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Posted 11 March 2014 - 10:58 AM

This seems like a good feature to add to community warfare ....with no repair and rearm, or some other goal, It feels pointless to just "retreat". I mean, right now you're going back to the bar either way right ;)

#24 Ardney

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Posted 11 March 2014 - 05:05 PM

Pointless. If the last mech didn't want to be chased for 5 minutes he would have pressed Escape and selected 'Quit Match'. The fact that he is making you chase him for 5 minutes means he is trolling you and you should have played a mode other than Skirmish ;)

#25 wanderer

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Posted 12 March 2014 - 03:27 AM

Quote

Pointless. If the last mech didn't want to be chased for 5 minutes he would have pressed Escape and selected 'Quit Match'. The fact that he is making you chase him for 5 minutes means he is trolling you and you should have played a mode other than Skirmish ;)


All this does is disconnect the player, forcing you to find the DC'd 'Mech and kill it. This is doubleplusfun when he was smart enough to find some nice spot to hide it first and the other team cannot into the F9 key....or simply won't tell you, or already left the match.

Seriously, is having points on the map where you can exit that emasculating to the Manly Men Of No Surrender here? Penalize them based on time played vs. time remaining, if they DC it's automatically as if the match went the full 15 minutes, give anyone who damaged the target rewards equal to an assist.

The guy retreating gets less for the match, but doesn't get killed or forced into a fight-and-die. The other side gets the match done with sooner but doesn't get to beat up an already shredded opponent in a foregone conclusion for ezmode rewards.

#26 Ryoken

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Posted 12 March 2014 - 05:36 AM

Yes allow a retreat option for those without brains and/or balls to get out of the game.

#27 AdamBaines

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Posted 12 March 2014 - 05:39 AM

View PostMungFuSensei, on 31 January 2014 - 09:36 PM, said:

Make retreat into a mini game. The game selects the sector furthest from your current position, and notifies you. It also notifies the enemy team. You have to make it there without dying. If you do, you get some bonus XP for making it out alive. The person who kills you could also get some bonus XP for making sure no one makes it back to report on the outcome of the mission.

It still counts as a defeat but at least it's something to cheer for.

That would be fun and exciting. Instead of yelling at your teammate to power back up or watching him uselessly fight against an Atlas lance with his one ER LL, you get to root for him and sit with your butt cheeks clenched at the suspense.


I like this. It would be an interesting Mini Game when all is lost. Something to continue to play for.

#28 Ryoken

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Posted 12 March 2014 - 05:47 AM

View PostBhael Fire, on 11 March 2014 - 10:02 AM, said:


It's too easy. Now if it were to entail forcing the retreating forces to find the evacuation route, then that would bring an element of skill into the game, and I'd embrace that. But simply running off the map is too easy.

Don't expect skill from chickens.

Those guys think some lousy k/d ratio makes them a good player. Thus the whole fuss...

Let me tell those k/d chickens that any reasonable/competitive clan will not take/dismiss you basing on one ratio value.

But showing an attitude to screw the whole game experience for all your teammates just for your missguided believe in fractions, well guess what this tells about your capacity for teamwork?

So as this issue mainly concerns the skirmish mode I alternatively suggest to autokill all mechs of the loosing team. This would screw over those k/d chickens and make them stay away from a game mode where you can not cap them out. Because entering a team death match is pretty stupid if you are afraid of death, right? ;)

#29 Supersmacky

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Posted 12 March 2014 - 06:19 AM

Again, my interpretation:

"Waaaaahhhhhh. My team got beat and I don't want my KDR to suffer so *poof* I am outta here."

Paint it however you like, talk about CW all you like, that is all it boils down to what the state of the game as it is now. The false false dichotomy of put it in now or stuff it in half baked later is a ridiculous argument (how do you know it wouldn't be half baked now or well implemented later?)

If you don't want to hang around for the beat down or the team to have to go looking for the last mech (alive or otherwise), have the match end if/when they last mech of the other team goes disconnect. So, if the last mech on the other team is disco, match over. There: no having to play it out to the bitter end. That is an option I can fully support. Otherwise, again, this option is just for people that don't want to play it out and/or don't want their KDR to take the hit. Otherwise, what I envision it the match coming down to one side getting stomped and the last two or three "competing" with each other to be the last one so they get to "retreat" and save their precious KDR. Yeah boy, how exciting will that be?!? Or even more timid play going on with a good portion of the team hanging back, hiding, etc, rather than, heaven forbid, being caught out in the middle of the enemy and not get to use the retreat option! Oh my! Might as well play "Hide And Go Seek: Online"

#30 Gofer

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Posted 12 March 2014 - 05:21 PM

I truly like the retreat option offered by the earlier poster wherein the last person standing on a team may have the option to withdraw... perhaps as a dropship pickup. Maybe once the rescue beacon is activated the person must make it to a RANDOMIZED clearing location not less than 1000 meters from his current location, nor more than 2000 meters from his current location. That location shows up on his map immediately and on the map of any enemy mech with BAP las it identifies a cloaked drop ship on final approach] as long as that enemy unit is within 250 meters of the pick up point.

An Evacuated sole survivor mech would get zero normal CBills/XP/Kills but would get a fixed value of ... say 100K Cbills / 1000 XP for the information gathered. No normal CBills/XP/Kills as all who could confirm the kils are dead/out of their mechs. No Salvage CBills or XP. Just a flat rate. The assumption is that the sole survior is leaving the drop zone with valuable intel on unit strength.

Any Enemy mech that kills a retreating / being evacuated mech gets a CBill bonus for killing equal to twice the value of defending a base.

H O W E V E R -

NONE of this should be active until CW is fully implemented and we're fighting for planetary control.

#31 MadFJohn

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Posted 12 March 2014 - 07:06 PM

one thing all of you are missing . In a real Bt univers you wood not whant to loze you military hardware for a inner spher pilot. so if you are playing a campain you get this and get any exp and such like you wood normily but maby a less in cbills

Edited by MadFJohn, 12 March 2014 - 07:07 PM.


#32 trollocaustic

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Posted 17 March 2014 - 01:57 PM

Retreat?
This isn't LoL.

Just get back in your SPG and run into a river why don't you.

Edited by trollocaustic, 17 March 2014 - 01:57 PM.


#33 Deadmeat313

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Posted 23 March 2014 - 07:16 AM

I'd like to see a retreat option, if it were well implemented.

Maybe the randomly generated escape route becomes available to a team once it has half as many Mechs standing as their opponents.





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