Sounds like you should stick with your team more and get that 20k in proximity related bonuses or try get the scouting/narc bonuses. That's where your extra money and experience went.
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Town Hall Meeting With Russ Bullock (Youtube Videos)
Started by InnerSphereNews, Nov 13 2014 10:22 AM
83 replies to this topic
#81
Posted 20 November 2014 - 03:36 PM
#82
Posted 20 November 2014 - 03:39 PM
My question would be a single one.
Since CW is to be a part of the game for 'hardcore' 'rp' players, and a higher level of gameplay is expected here than in the regular freeplay matches (and, yes, I remember when it was that CW was going to be considered the regular mode of play for MWO and the non-CW freeplay matches were going to be the optional, non-important matches on the sideline), why are any kind of respawn (dropship) and re-arm (reload stations) are being considered important for it?
It would seem to only be a greater challenge and a reasonable one to have players need to carefully manage their supplies in an actual environment where the size and time limits on normal matches are not applied and one -can- run out if no fire discipline is employed. This is especially true since any player has the option to modify their mech to carry more ammunition if they find they are running dry during a fight because they outfitted their mech for arena fighting and not actual combat conditions. In short, it would seem to promote a higher level of gameplay and situational consideration by not having these, and work against it by considering them at all.
This would also be the case where a player would have to carefully consider how much damage they are taking over a longer period of time, as preservation of Unit assets would be a consideration of both sides to a higher degree than in a normal match where nothing is at stake and a player can suicide themselves without consequences beyond a few minutes of lost time. Having players actually care if their mech receives crippling damage or is destroyed would seem to be what you would want in CW, not lessening the concern by introducing a respawn mechanic to encourage wasteful tactics and suicide strategies.
Since CW is to be a part of the game for 'hardcore' 'rp' players, and a higher level of gameplay is expected here than in the regular freeplay matches (and, yes, I remember when it was that CW was going to be considered the regular mode of play for MWO and the non-CW freeplay matches were going to be the optional, non-important matches on the sideline), why are any kind of respawn (dropship) and re-arm (reload stations) are being considered important for it?
It would seem to only be a greater challenge and a reasonable one to have players need to carefully manage their supplies in an actual environment where the size and time limits on normal matches are not applied and one -can- run out if no fire discipline is employed. This is especially true since any player has the option to modify their mech to carry more ammunition if they find they are running dry during a fight because they outfitted their mech for arena fighting and not actual combat conditions. In short, it would seem to promote a higher level of gameplay and situational consideration by not having these, and work against it by considering them at all.
This would also be the case where a player would have to carefully consider how much damage they are taking over a longer period of time, as preservation of Unit assets would be a consideration of both sides to a higher degree than in a normal match where nothing is at stake and a player can suicide themselves without consequences beyond a few minutes of lost time. Having players actually care if their mech receives crippling damage or is destroyed would seem to be what you would want in CW, not lessening the concern by introducing a respawn mechanic to encourage wasteful tactics and suicide strategies.
Edited by Jakob Knight, 20 November 2014 - 03:41 PM.
#83
Posted 20 November 2014 - 07:48 PM
Do you people know this was on the 13th and its now the 20th. Stop bumping this!
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