Right, so, I had held off posting this sometime back because I felt it wasn't worth it but a certain other thread recently posted and the reaction of... a lot of people has made me frustrated again. So beware, wall of text incoming.
There's a word a lot of MWO players are scared of. That word is respawns. It's hideous, isn't it? Taboo, even. Certainly it shouldn't be used near such a hardcore game like MechWarrior: Online.
WRONG.
Mkay, you're going to need to come into this thread with an open mind and I implore you to ditch the auto-hate a lot of mechanics like this tend to cop.
A lot of people seem to hate the idea of respawns because they feel that it would cause the game to become even more arcade-like, and I've seen 'CoD' thrown about more than once. That's a legitimate concern and obviously we want to avoid that. However, it's a huuuuuuuuge misconception to assume that it is in fact the respawns that would create such a mentality. Let me explain to you what actually creates an arcade rambo-filled shooter: the lack of objectives and the lack of penalties for dying.
In a game like CoD, the objective is to run about madly and score as many kills as possible. There is no penalty for death for the actual player, as the respawn happens near instantly. If for example you took MWO's skirmish mode and applied respawns and a win condition of the most kills by the end of the match, then yes, you would then have the arcade-like gameplay that many are afraid of.
But that's not what we're asking for.
MWO's skirmish mode works well with the permadeath mechanic. It promotes a very specific style of gameplay. It is not more 'hardcore' as such, so if you think that, please stop, but rather creates a very careful gameplay where each move is extremely important as the death of a single player can create a inevitable landslide. It does take a lot of learning to play well and highly encourages teamwork.
However, it generally only lends to that single style of gameplay. Permadeath is an objective in itself, and while it's there it will always be the most viable game mode objective. You just can't design a game mode where map objectives are more viable. Go on, I challenge you to try. The latest game mode, Domination, is a strong example. It's obvious that PGI is trying so incredibly hard to push map objectives while keeping permadeath, but it's just not working. Five minute wait on a team's destruction, anyone?
So what happens if you introduced the ability to respawn? It completely opens up the ability to create game modes that are far more indepth in objectives than skirmish. A team can no longer just rely on killing the other team to win, and so instead of killing being the objective, it becomes a means to an end. It would not be any less 'hardcore' than what we have, but it would promote a very different style of gameplay that could potentially encourage map tactics and maneuvering even more.
With a game mode with decent objectives, then those objectives would be the aim, and players would still need to play intelligently if they expected to win. Death would still result in the a team losing 1/12 of its firepower, and a respawn timer and travel time would mean a team would be disadvantaged. Dying would still be as dangerous as it is now, but instead of the game mode ending, the other team would gain a massive advantage and the other team would have a chance to perhaps regroup and counter-attack.
So I apologize for the wall of text, but I really hope players can see the potential of having a few game modes with respawns. We obviously don't want a deathmatch, but we do want a game mode that requires some gameplay beyond killing and deathballs.
Edited by Dingo Red, 07 March 2016 - 10:02 PM.