Josef Nader, on 24 November 2014 - 11:56 AM, said:
In a persistent Battletech campaign, you wouldn't stick around and keep fighting till your mech exploded. Once you got close to CLG, you'd:
1) Retreat off the field, if viable.
2) Cycle out with your buddies, allowing them to take the front (considering one player is in charge of all the mechs on one side or another, this was a lot easier, as one person knew the status of each mech and could make these kinds of tactical decisions with ease)
3) Power down and pop white smoke. This is an in-house thing my gaming groups use to prevent total mech loss. The winning side takes the mech and the pilot.
All of these options preserved the mech and allowed one side or the other to avoid completely destroying a machine. If we were allowed to make those kinds of decisions, I would be much more supporting of a cost of death. However, considering the game will not end till all mechs are destroyed, it's not really fun to punish a player for dying, even if they pulled more than their fair share of the weight.
EDIT: I wouldn't mind a C-Bill reward for survival. I'm just frustrated that I failed to qualify despite having 20+ multi-kill, massive damage games just because I ate a death securing a win.
Yup, but that's a whole setup that cannot exist in MWO as it stands.
This, because in Battletech you'd have 100% control over your mech
and the other mechs on your team. Unless you're playing in a 12-man unit (who actually reasonably follow orders) that just can't happen here.
You've got 12 totally independant players who:
A: Are not necessarily playing the same game as you (read: their objectives can be quite different; maybe the care about winning the battle, maybe they don't, etc)
B: Are in the case of the tournament likely competing for arbitrary scoring points
C: Know that after the match, everything resets and there are no long term issues - not just in terms of R&R, but societally as well.
In particular, from a "fluff"/"Real Life" perspective, a member of your unit - a soldier, a mechwarrior - who due to his overwhelming cowardice endangers or costs the life of a fellow soldier/mechwarrior would face serious penalties. That doesn't happen here.
There's no pressure NOT to be a wanton coward in MWO, particularly when your scoring is on the line (and you're too stupid to realise that passivity and cowardice decreases the likelyhood of fulfilling the "win" condition).
That's where so many people keep falling down here: Because this is a game with the limited scope, and instanced battles with random players that neither know nor care about each other, and no consequences beyond the battle.