Kyil, either you've completely misread Red Beard's intent earlier in the thread or I have. Up until you accused him of being a hateful wossname, I only ever got the impression he was joshing about with you. Now, I don't blame you for getting het up 'cause I know you love Btech and you feel pretty strongly about it, but it might be a good idea for you to take a step back and consider if you might have misread the situation a little before you assign to malice that which can be adequately explained by miscommunication.
Second, in other online games ragequitting is considered the height of bad manners, but similarly disconnecting is unavoidable for some people. The Ares Conventions, as proposed in this thread, offer us a way out that suits both ends and could limit or remove the negative effect of ragequitting at the same time as mitigating the consequences for a disconnect.
Introducing a "surrender" mechanic to the game that allows you to withdraw from battle with your honour- and your Battlemech- intact does actually make sense. It's an option that allows people who would otherwise "ragequit" to escape an unwinnable situation at the same time as reducing the consequences of genuine disconnects and offering advanced tactical options for unit-on-unit combat.
The way I would implement it is thus:
If you find yourself in an unwinnable situation, you will have the option of surrendering. This is an automatic feature that shuts down your 'mech and removes it from the battlefield. When you surrender, instead of being destroyed, your 'mech is "captured" by the enemy (note: This won't affect salvage, by the way- this is just the in-universe justification of the game mechanic I'm describing, not an Actual Thing That Happens. This is all behind-the-scenes). After the game finishes, you can repair and ransom your 'mech back off the enemy for significantly less C-Bills than it would have cost you to repair it from crippled in Mechbay. The major difference is that instead of all of the money "going to your mechanic" (i.e. disappearing into the ether), the "ransom" money is divided equally among the opposing team, which means they mind a lot less if you surrender than they would if you ragequit in a normal game.
If you disconnect with this mechanic in place, and cannot reconnect within, say, two or three minutes, you will automatically count as having surrendered rather than having your 'mech destroyed- it will thus cost you less to get it back up and running than if it had been destroyed through the absence of the pilot, and you will keep any rewards you earned during the course of the game.
You can even play with the mechanics so that if your team wins, you pay no ransom, just the (relatively light) repair bill. This, especially, would make effective scouting a good way to make lots of credits: You can find the enemy positions at relatively low risk, and picking the right moment to surrender can mean that your team gets enough intel to win the game and you will then pay virtually nothing to patch up for your next game. It also encourages good teamplay, because if you can corner enemy 'mechs individually and force them to surrender one by one, your own team's rewards will be enormous- while if you allow your team to become fragmented, you may find that your lance's pilots will surrender rather that fight when they know they will lose.
Edited by Captain Hat, 08 December 2011 - 08:05 AM.