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Believeable Way to Include Respawns


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#21 Necropolis

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Posted 27 November 2011 - 04:42 PM

I read the idea of the OP, and a few other posts, and shall simply refer to it as "Believeable Way to Include Respawns"

So my response to "Believeable Way to Include Respawns" is:

There is no believable way..its a bad idea, through and through. There should be no respawn, at all. You die, too bad, someone is having fun looting your remains at the end of the fight - Just hope its your friends so you can get a few parts back at least.
Just my opinion *shrugs*

#22 Orcinus

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Posted 27 November 2011 - 04:45 PM

I have a question: if respawns are included in the game, how does anybody win?
Annihilating an entire opposing team becomes excessively difficult and/or lengthy, so that's out of the question.
If it's based off capturing locations or some such, wouldn't it take a bit more than ~20 minutes since everybody keeps respawning and hurling themselves back into the fray?
And even if there is a limit to the number of respawns (based on your garage, say), wouldn't that just lead to most people using up a large portion of their 'mechs in a single battle (depending on how salvage/destruction are implemented)?

All-in-all, I'm just not a big fan of having respawns.

#23 Kodiak Jorgensson

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Posted 27 November 2011 - 05:00 PM

well iam just oing to say. allow the host to decide weather or not there is respawn. personaly i for one, dont want to sit arround waiting for the last 2 guys to kill each other it would get rather tideous., iam also going to say this is a game. who cares if theres un explainable respawn, just get in your mech go mash some metal. again, host/lobby leaders should have the choice to allow OR disallow respawn this will balance it for pubbers and league players. its simple and effective.

#24 mcgrunt

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Posted 27 November 2011 - 05:01 PM

IMHO re-spawn is a helluva fun way to have fast paced practices, which begs the next question; are there going to be practice sessions in MWO that do not involve paying C-Bills or other currency for damage to mechs?

People please do not forget that MWO is going to be populated by newbies that will enjoy respawn and huge mechs armed with alpha strike, or missile boat.

Edited by mcgrunt, 27 November 2011 - 05:07 PM.


#25 Blackfire1

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Posted 27 November 2011 - 05:02 PM

View PostNecropolis, on 27 November 2011 - 04:42 PM, said:

I read the idea of the OP, and a few other posts, and shall simply refer to it as "Believeable Way to Include Respawns"

So my response to "Believeable Way to Include Respawns" is:

There is no believable way..its a bad idea, through and through. There should be no respawn, at all. You die, too bad, someone is having fun looting your remains at the end of the fight - Just hope its your friends so you can get a few parts back at least.
Just my opinion *shrugs*


We'll have an eject mechanism. You won't die if you use it. You'll just be unvehicled. ;) I still think as long as you are under the drop weight and alive you can come back in another mech you brought with you.


Most people think respawn as instant after a couple seconds....
Why? LoL has 15-45 second respawns PLUS travel time to the next fight. That game is a hell of alot more fast paced then this one. Those 45 seconds can mean alot. In the case of this make it 2-3 minutes between mechs.

Edited by Blackfire1, 27 November 2011 - 05:04 PM.


#26 verybad

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Posted 27 November 2011 - 05:04 PM

Have capturable MFBs, coolant trucks, command trucks, ammo trucks.

Have them at different locations on the map depending on the map.

Capturable actual game affecting units are lots of fun during games.

A command loction would move your spawn forward, if you move it all the way forward, then you win the match.

I personally love no-respawn, but it can be rather boring if you get killed 2 minutes into a 20 minute match. A way around that would be to be able to respawn but be damaged and have to get to an MFB in order to regain full capability.

While people say you can't actually repair mechs during battle, battles in battletech also may take months to capture a planet. Repair is a very good option to have in the game and increases the tacticality. Say your team mates are in a big fight at the front and you're in a damaged Atlas with most firepower left, but low armor. Do you repair before going to the front, or do you rush to the front while damaged. It increases the choices to be made.

Other options are having respawn start out high in the air as though they're being dropped from a dropship. I actually made a map in MW4 that did just this.

Respawning is a necessary evil for any match based game. The option for no respawn would be good.

Edited by verybad, 27 November 2011 - 05:07 PM.


#27 Paladyne

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Posted 27 November 2011 - 05:18 PM

No respawn in Battletech/Mechwarrior, period, end of story, if I want to play mechassault I will play it.

For one, upon ejection a pilot is seriously bruised if not outright injured.
Second, if you want to play bf3 with mechs it is called bf2142.
Thirdly, if you wait around for the end of the game that i8s also lame I will give you that, but at the same time if you let people respawn then to put it simply, suicdal rushes become normal, you get a twitch game with no real element of tactics, and if you allow people to just "bounce" from the match and grab another ride in the same or another match you encourage people to not play a tactical team oriented match which just is njot Mechwarrior.

#28 PhantomX

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Posted 27 November 2011 - 05:31 PM

I do agree that respawns should be based on the type of match. As far as the respawn mechanics why not like Section 8. Your pod is ejected you are collected by aerospace vehicle and you choose where you come back down. AND/OR You are ejected and you have to be collected by a ground or aerospace unit transported back to base. The units aren't invincible and can be destroyed you just have to wait longer good for Area vs Area conquest matches AND/OR a Light or medium Mech can "collect" you and bring you back to base. Or better you control the unit, if NPC, from base to your pod. Also in turn the enemy can capture you and hold you in their base, basically removing you from combat until your team frees you.

Arena style: During the round no, Start of the round you are brought back
Free for all: Yes,
Conqust (AvA) Read above.

Edited by PhantomX, 27 November 2011 - 05:36 PM.


#29 dm5k

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Posted 27 November 2011 - 06:03 PM

View Postmcgrunt, on 27 November 2011 - 05:01 PM, said:

IMHO re-spawn is a helluva fun way to have fast paced practices, which begs the next question; are there going to be practice sessions in MWO that do not involve paying C-Bills or other currency for damage to mechs?

People please do not forget that MWO is going to be populated by newbies that will enjoy respawn and huge mechs armed with alpha strike, or missile boat.


This is sad but true. MWO needs to appeal to Mechwarrior/Battletech fans but also newbies that just want to kill each other in assault mechs :X REAL games are going to be without respawn and mission based. So that light and medium mechs ARE A MUST HAVE! I wouldn't mind a practice game mode that doesn't require spending loads of C-bills.

Edited by dm5k, 27 November 2011 - 06:07 PM.


#30 mekabuser

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Posted 27 November 2011 - 06:39 PM

no respawn = fun gameplay? really? doing what? looking at scenery? Is this game gonna be all sniping? because in my experience, those mechwarriors who like to play"realistic" nine times out of ten are the most boring individuals on the battlefield who engage from maximum possible distance. Im not saying there arent good players, they are some of the best shots, they're just boring as hell. So, the action is well , minimal in a no respawn enviroment.
I find it funny that there are so many individuals who think that this community , which is old, which = family, have the time to sit around in games where if you die, you just spectate. THat sounds like zero fun to me.

#31 Knt Maverick

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Posted 27 November 2011 - 06:43 PM

are we SERIOUSLY discusing a "respawn" set-up?.... why?... for all the previous posts.. who here has had the opertunity to play MPBT:Solaris or MPBT:3025?.. Neither one of those were a "respawn" panzied game. they were "fixed number" period. generally a fully lance on lance (4 on 4). however... to accomodate those who don't want to "live" the MWO experience and just be a run-of-the mill player.. then.. yeah... something like Solaris VII.. Arena or deathmatch set-up where their actions as a pilot didn't truely effect the standings of any particular planet or faction. however, if that were to be added and they become Arena "gladiators" as like in the ancient Roman times... then.. perhaps there could be a gambling side of it as well for the rest of us who play the full galaxy-wide war can possibly make some extra CBills betting on who wins/loses... that could be an interesting aspect to add in.--DEVS..if you read all postings... take note of this idea.. messege me if you would like me to go further into detail on how this could be accomplished.--


ok.. apperently..there were 21+ responses befor i got mine out there.. lol.. so.. the MPBT question is for those who "agree" to the respawn idea of any means.

Edited by Knt.Maverick, 27 November 2011 - 06:48 PM.


#32 Datum

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Posted 27 November 2011 - 06:57 PM

What if the battles are multiple waves of dropships, and players can join or leave on each wave?
Say each dropship has a tonnage limit, so if you respawn it takes up a certain amount of it, and if you leave, then more people are free to join the game and fit where you would have?

#33 Knt Maverick

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Posted 27 November 2011 - 07:06 PM

the "Wave" idea isn't that bad, in general speaking. --comparison--i've been play'n MegaMek reciently, and i've noticed that you can choose when to deploy more mechs per phase... however in MWO standings this "phase" would be like each wave and/or reinforcments.. maybe not a direct player already fallen in combat, but bringing in some of his buddies in the second wave would be something.

you drop... you die... oops.. --play smarter and better than your enemy--.. but you've damaged them before you went boom, and your buddy just jumped into his BlackJack BJ-1 and is come'n out of the hanger barely a 1k behind you. sees the guy that killed you... takes his shot with the AC2s or AC5s and POP there goes the enemy's cockpit. SUCCESSFUL defense of "resources/planet/logistics"

same could be said the other way around with a second wave of attackers... again.. all this being limited by some form of limitation.. either weight limit, CBill limit, something.

#34 Thrall

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Posted 27 November 2011 - 07:10 PM

I am completely against respawns in strategic gameplay, I am not against it if this game includes Team/FFA Death Matches that are "separate" from the regular battlefields - also respawns should be an option available for private matches.

View PostChooChooBot, on 27 November 2011 - 01:54 PM, said:

I disagree also. MechWarrior is about being smart and crushing your opponent. You get one chance and thats it. I remember being in intense matches with friends and family hoping not to get my Mech blown apart. This game would lose its strategic value if there were respawns or repairs...


Repairing on the other hand have plenty of strategic value. See Mobile Field Base thread for reading and discussing the idea(s) on this. http://mwomercs.com/...ile-field-base/


Really that is all I have to say about it..

Edited by Thrall, 27 November 2011 - 07:14 PM.


#35 Panzer Kunst

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Posted 27 November 2011 - 07:22 PM

It's quite easy. Go play some World of Tanks, and see if you like the game play. One of the reasons I want to play this game is because I expect it will be quite similar to WoT, except with mechs and lasers and missiles ;).

Getting owned in the first 2 minutes in a WoT match can be quite boring, yes. But you learn pretty damn fast not to repeat your mistake. It gives a nice weight to each unit, and every time a teammate dies it's a genuine blow. Numbers and strategy actually mean some thing when you don't respawn. A situation that occurs often in WoT is your team is pinned by well positioned enemy units and some scouts slip past the front line and capture, and you lose even if you have superior numbers. This would not work if you respawned at base.

#36 Kenyon Burguess

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Posted 27 November 2011 - 07:36 PM

this is supposed to have persistence to it. if your mech is damaged and can limp to a repair base you own thats fine. if you get knocked down and can call a repair truck or salvage crew that your group owns thats fine too. but a destroyed mech should be destroyed and out of the fight permanently. however once you do eject i think if your team has a spare mech in ownership you should be allowed to use it with some time lost in compensation. mechs are expensive in tonnage, weapons, and in ammo. losing one is a big loss to handle by a mercenary company but the players shouldnt be so in fear of doing so that they wont field them in force to win.the dev team has a lot of work to do in balancing this fact

#37 Uncl Munkeh

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Posted 27 November 2011 - 07:51 PM

Here's an alternative thread taking a different approach.

http://mwomercs.com/...ion-to-salvage/

#38 GI Journalist

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Posted 27 November 2011 - 07:55 PM

If an impatient player gets his Mech shot from out from under him and wants to get back into the action, I don't see any reason why he couldn't drop from the match and jump into another instance. I just wouldn't allow him back into the same battle.

The only alternative I can imagine, is if the instance is configured to allow reserve forces to allow additional Mechs in after a certain period of time. However, this wouldn't be the same thing as a instant respawn, so once again the player may prefer to go jump into another game or even another copy of the same instance.

#39 Karn Evil

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Posted 27 November 2011 - 08:04 PM

Personally, I have no problem with no-respawn. If I get waxed at the beginning of some kind of ultimate showdown (of ultimate destiny), then I'll just have my fingers crossed for some kind of spectator mode. Getting to look on, as someone else suggested, from the point of view of one of your team-mates should provide a good enough show.

#40 Dsi1

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Posted 27 November 2011 - 08:28 PM

No respawns can only lead to fun gameplay if there is an objective that takes precedence over the killing. Counter-Strike for example.

But if we're just playing one life TDM then yeah, fail.





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