meteorol, on 02 July 2014 - 08:11 AM, said:
What a fantastic job of completely ignoring the point. I’m so glad your entire argument consists of “All those jackholes are just bitter old men anyways. All the cool cats out there know that respawning twitch blitzes are where it’s at, yo!”
Get the hell out until you have an argument to present that consists of more than insulting the people who made this franchise a thing to begin with.
Anyways.
Now to pick on Dave, simply because big bold letters catch my eye and I need a sacrificial sheep anyways.
SmokinDave73, on 02 July 2014 - 09:28 AM, said:
A dropship mode respawn for conquest or any mode would make this game actually have some diversity and depth.
Problem being that most of the current maps aren’t built for it. Believe it or not, a constant-respawns game has much different map considerations than a one-life-to-live game. Player movement is different, and obviously you have to design the maps around the notion that folks can spawn in on it pretty much anywhere. And as will be made clear in a few moments, random Get-Out-Of-Death-Free cards do not equal diversity and depth.
SmokinDave73, on 02 July 2014 - 09:28 AM, said:
People need to stop thinking of "COD" when they see the word "respawn".
Why should we? The fundamental idea is the same regardless of what random BattleTech-flavored gimmicks you hang on it – players no longer need to worry about staying alive because they can just come right back into the fight after getting themselves blown to pieces. Sure it might encourage more aggressive play and break some of the ‘I’m-so-scared-don’t-hurt-me’ mindset we have going on ‘round here in Puglandia, but it would also encourage – or rather, stop punishing – rank froggin’ stupidity. If your dumb self gets blown to splinters because you decided to charge a Steiner recon lance all by your lonesome in a Centurion, why should the game give you another ‘Mech to go and do it again with?
Respawns also eliminate most of the reward for your side of killing an enemy. You can’t relieve pressure on your teammates by taking out a weakened enemy, because thirty seconds later that enemy will be right back at you, with untouched armor and a full load of ammo, to boot. You can’t go and assassinate a key toaster pastry or missile hucker in order to give your team an edge, because that guy will just spend a few seconds trundling back to the fight from wherever he teleported back onto the battlefield at and start doing it all over again, except forewarned that there’s a guy out there who can gib him if he doesn’t call for reinforcements.
SmokinDave73, on 02 July 2014 - 09:28 AM, said:
Of course MWO would not have unlimited respawns like call of duty, having a dropship like mode were you select up to 4 mechs or respawns on a long timer based on tannage as suggested before would be really fun.
Or it would be a colossal chore, because every drop now lasts an hour instead of eight to ten minutes – or, alternatively, because drops would last
half an hour of completely senseless mindless chaos, because the CoD-bunnies can finally do the RAAWRGHCHARGE thing they’re so infamous for. This game is attempting to cling to some more simulation-like aspects, and the single-life mechanic is one of the key points of the game. You can just go full-out [FROG BLAST THE VENT CORE] on people as much as you like, because it doesn’t matter if you get yourself shot to pieces.
There’s more of you where that came from, after all. Why think and plan and try to leverage advantages over the enemy when you’re functionally immortal until the kill count tops out?