Tristan Winter, on 13 November 2016 - 03:56 PM, said:
I don't see how free-for-all is going to work. How does it work in MW:LL, I haven't checked it out.
In MW4:Mercs the incentive for not hiding was that you wouldn't make any money if you just hid all the time and killed the last dude. But that was single player. In PVP, that kind of logic doesn't apply to everyone. Some people just want to win.
In my opinion, any game with more than 2 sides needs to have in-match incentives (as opposed to c-bills and XP, which come after the match) for people to engage. For example, if you all remember the Highlander movies, where there could be only one survivors, the incentive for fighting was that you gained someone's powers by killing them. So if you just tried to hide until the year 3000 without killing anyone, your opponent would basically be omnipotent.
This obviously doesn't work for MWO, because it's not Quake Arena with Quad damage or anything like that. One alternative would be to give every player 1 respawn for every kill, because even if you only have 50% health after your first kill, it basically means you have 1.5 mechs while all the other guys only have 1 mech (unless they also got kills).
But that doesn't quite have the right gladiator feel to it. On Solaris, pilots don't eject and run over to a fresh mech in the middle of the show. So another possibility would be to have big gates that divide all the players in pairs, like 8x2 players in one match. In each compartment, two players fight it out. After x amount of time, the gates start to open up. So then the survivor from all the first pairs meet a new opponent. And it's basically a forced tournament format. If you take too much damage fighting your first opponent, you will be too damaged to survive against your second opponent, etc. But then it's not quite the chaos and carnage of an open gladiator-like Solaris match.
An alternative to respawns (i.e. extra longevity) as incentive to fight would be some kind of extra attacks (i.e. extra offensive abilities), like controlling turrets or hovertanks. In this case, killing enemy mechs means you control more and more of the battlefield. But again, this isn't very satisfying, because Solaris is supposed to be about mechs, not turrets.
I don't really see a good solution that doesn't involve arcade-items like medikits and damage boosters, or extra factors like turrets. It seems like free-for-all is always going to be open to cynical hide-and-seek if you want to keep it consistent with the really clean, gladiator-like idea.
And if you make the map too small and open, in order to force the action, then it just becomes a random dice roll of whether your enemies ganged up on you, or someone else became the first victims and you were able to capitalize.
Indeed. Pgi would need to figure out how to keep ppl from ganging up right away and also prevent hiding until the end.
Here's an idea but it's not refined ATM.
Introduce "Popularity" as a reward for fighting in a crowd pleasing way. Getting KMDs, etc, would be the best way to earn popularity. Yeah you could earn popularity with winning or kills but if it's setup correctly it'd encourage ppl to not play dirty.
Some people have mentioned being able to spectate. Perhaps the spectators could also award popularity to those they think deserve it. So if you hide to kill dmged mechs later or if you team up then you wouldn't get popularity.
Why would ppl care about popularity? Because it'd function like faction rep. You earn popularity, get rewards like cbills, mech bays, MC, Solaris exclusive decals, etc.
Remember, I just thought of this so it'll need polishing.