ScarecrowES, on 08 September 2016 - 03:25 PM, said:
I've always found the aversion to respawns on principle to be silly at best, and self-defeating at worst.
There is a fundamental fact that the game modes PGI chose to incorporate into MWO, and the manner in which they've chosen to make them, ONLY work with respawns.
This statement is false.
Has any Assault mode game ever been won by cap?
Has any Conquest game ever been won by cap?
Has any Domination mode ever been won by occupying the center?
The answer to all three questions is YES, therefore those modes CAN work without re-spawns.
ScarecrowES, on 08 September 2016 - 03:25 PM, said:
There are two basic approaches to focusing the player's attention on playing the objective in an objective game mode, and neither of those allows for a win condition to result from merely killing the enemy team outright. The first approach is to deemphasize the importance of player life by making objectives so easy to achieve that not placing full attention right on those virtually ensures a loss. These modes tend to work with no respawns. The other approach is to deemphasize player life by giving each player alot of them, and making objectives extremely difficult to achieve, so that players will be more inclined to engage in a tug of war.
Actually there is a third option:
Make the rewards for winning by objective BETTER than winning by elimination.
ScarecrowES, on 08 September 2016 - 03:25 PM, said:
PGI chose game modes with hard-to-achieve objectives. Those modes need respawns. PGI chose to make killing the enemy team a valid win condition. There is no need to play the objective at all.
I'm sorry, but those objectives are not difficult.
ScarecrowES, on 08 September 2016 - 03:25 PM, said:
So we've always had 3 choices.
1) get used to 4 flavors of deathmatch
2) add respawns to existing game modes
3) introduce new or modified game modes with much easier objectives
Again, rewarding objective gameplay would give another choice.
ScarecrowES, on 08 September 2016 - 03:25 PM, said:
PGI has persisted in making objectives even harder to achieve in their game modes over the years, so it's unlikely they'd change course and suddenly make them easier. Some form of respawn system was inevitable... the drop deck system was by far the obvious choice here. This was, for want of better words, inevitable and necessary.
You have tunnel vision from your re-spawn crusade. Eventually, it is the only solution you see to anything.
ScarecrowES, on 08 September 2016 - 03:25 PM, said:
That traditional quick play might die may not be a bad thing, especially if respawns prove to make the QP modes actually work as anything more than deathmatch.
I hope MW:O attracts more players than it loses. (But we both know that won't happen)
ScarecrowES, on 08 September 2016 - 03:25 PM, said:
That people will cry over something people changed in the game... also inevitable.
It depends on the change.
ScarecrowES, on 08 September 2016 - 03:25 PM, said:
That the concept of reinforcements in a Battletech game is somehow not in keeping with the core of the series is... laughable.
Reinforcements, sure. Having a magic Leprechaun transport you instantly into another 'mech is... laughable.