@OP
No thanks.
Respawn is essentially broken and has contributed to FW drifting in and out of a coma. In FW it all but necessitates a simple queue (no matchmaker, bad idea), spawn camping still after two years, two, now four, times the death rate, blow out stretches miserably across four mechs. And many simply do not like respawn, at all.
While I like the idea of R&R, I have trouble seeing it work. Game flow is too fast to break off and repair unless you're a light. TTK is in the mud. I dunno. So many good ideas, so little action.
As for bridging players into FW, FW needs a serious re-think. One, FW does not require respawn (look at Scout). Two, matchmaking is mandatory*. The recent inclusion of QP modes in FW missed this big time. They didn't bring the popular QP to FW, they brought the unpopular Invasion to QP modes. Does any one really believe QP players will stay? Three, illusive immersion doesn't mean increasing abstraction (tug-o-war), it means increasing detail and interaction. Had they wanted QP in FW, they should have brought the modes over largely unchanged. An alternate matchmaking method would have been required, but that's not terribly difficult.
* Invasion is pretty much hosed for matchmaking because PGI developed themselves into a corner. It need not have been so bringing in the QP modes. Not too late....
Edited by BearFlag, 17 December 2016 - 02:31 PM.