What everyone opinion on respawns?
#1
Posted 22 November 2011 - 08:42 PM
#2
Posted 22 November 2011 - 08:49 PM
#3
Posted 22 November 2011 - 08:51 PM
#4
Posted 22 November 2011 - 08:52 PM
It is just another form of play.
#5
Posted 22 November 2011 - 08:53 PM
In other objective based missions, the focus should be on the objective rather than simply killing the opponent. Simulated respawning through fixed assets and potential reinforcement waves (player exit and others joining, or staggered entry in real time due to match session completion variation). For example, your lance finished the previous mission faster than other allies and opposing forces, so you take the field first. Your drop ship contains 8 mechs and X support vehicles. Allow folks to resupply or exchange machines when entering the drop ship. Allow for hot drops at specific time windows per session or a maximum limit per match. Give the pilot a reason to eject rather than simply stay with the machine by allowing support forces (npc?) to recover and return the pilot to the drop ship (takes time) and select a different machine. If the asset on the field is not entirely destroyed, also allow for an infield transfer between machines (forward base concept, but the players have to manually do this themselves.)
There are countless possibilities, it just depends entirely on what the programming resources that are available and how complex of a system they want to implement. The "simple" solution is to just respawn the machine with the pilot assuming map objectives are not met.
#6
Posted 22 November 2011 - 09:01 PM
#7
Posted 22 November 2011 - 09:09 PM
#8
Posted 22 November 2011 - 09:12 PM
#9
Posted 22 November 2011 - 09:15 PM
#10
Posted 22 November 2011 - 09:21 PM
#11
Posted 22 November 2011 - 09:28 PM
Bloody, on 22 November 2011 - 09:15 PM, said:
I'd say treat disconnects as retreats. You still have to pay for repairs on any damage you took, and whoever did the most damage to you gets partial kill credit, to discourage people from bugging out to protect their stats.
#12
Posted 22 November 2011 - 09:33 PM
DocBach, on 22 November 2011 - 09:09 PM, said:
Have fun waiting for your other squad mates that you regularly play with.
I would sincerely hope that the core game is not designed around instant action random groupings.
[EDMW]CSN, on 22 November 2011 - 09:21 PM, said:
By the same logic, there shouldn't be rounds between the same group of players at all in the same series of matches. (Note: this would kill any notion of organized competitive play as well.)
Edited by Phades, 22 November 2011 - 09:35 PM.
#14
Posted 22 November 2011 - 09:57 PM
Respawning should be limited to minimal profit, no salvage deathmatches and objective matches for fun.
No respawn games should be the core of the progression experience with salvage and profits to upgrade your gear.
#15
Posted 22 November 2011 - 09:59 PM
#16
Posted 22 November 2011 - 10:04 PM
Now the question is how do we treat griefing? It's bad enough that you'll have to pay for repairs after the mission. What's to stop players from turning your downed 'mech (that simply had it's leg shot out but all other systems are in perfect condition) into a molten pile of slag that can't be salvaged, forcing you to essentially pay for a completely new 'mech?
#17
Posted 22 November 2011 - 10:07 PM
Psydotek, on 22 November 2011 - 10:04 PM, said:
Now the question is how do we treat griefing? It's bad enough that you'll have to pay for repairs after the mission. What's to stop players from turning your downed 'mech (that simply had it's leg shot out but all other systems are in perfect condition) into a molten pile of slag that can't be salvaged, forcing you to essentially pay for a completely new 'mech?
There is nothing you can do about that. People are going to be asshats. That's the end of it. Such is life.
#18
Posted 22 November 2011 - 10:11 PM
Psydotek, on 22 November 2011 - 10:04 PM, said:
Player reputation stat. You can make one up/down vote per player each day, limited by the voter's IP address. If somebody with a hugely negative rep shows up, you'll know not to join a game with them.
#19
Posted 22 November 2011 - 10:12 PM
Psydotek, on 22 November 2011 - 10:04 PM, said:
Now the question is how do we treat griefing? It's bad enough that you'll have to pay for repairs after the mission. What's to stop players from turning your downed 'mech (that simply had it's leg shot out but all other systems are in perfect condition) into a molten pile of slag that can't be salvaged, forcing you to essentially pay for a completely new 'mech?
Eject?
#20
Posted 22 November 2011 - 10:13 PM
Psydotek, on 22 November 2011 - 10:04 PM, said:
Now the question is how do we treat griefing? It's bad enough that you'll have to pay for repairs after the mission. What's to stop players from turning your downed 'mech (that simply had it's leg shot out but all other systems are in perfect condition) into a molten pile of slag that can't be salvaged, forcing you to essentially pay for a completely new 'mech?
no such thing as griefing in a pvp game. You are there to kill them and they are there to kill you. Your choices are kill them, get killed and lost everything or avoid them.
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