Mchawkeye, on 15 December 2011 - 01:41 AM, said:
Sure, they have to balance the weight classes; since they are determined to do that. and thanks to the patch system, even if things are a bit off it'll be reasonably quick to fix.
TF2 is an arcade game. I see why you would make the comparison, but it's an arcade game. this will be a simulator; aside from my other issues with respawning (which are conflicted I will admit) doing that would crap on any sense of immersion and realism they have strived to achieve.
It has to matter if you die. beyond your earnings at the end. respawns encourage a once-more-unto-the-breech-forlorn-hope style of game play "***** it, I'll be back in a minute". It's a tactical game. People have to be wary. choices have to be life or death. or there is no point in so much of what they propose.
firstly TF2, no way encourages suicidal charges, a death in TF2 is meaningful, it can change the result of the game (e.g., red spy kills blue uber-ready medic, red medic then ubers red heavy and they takes out all turrets, allowing their team to take the final control point. - that one death changed victory to defeat for the blues). Secondly while respawns are short in those sort of games, you have to realise that the games is designed to be fast paced, even if a man is just 1-2 mins out, it makes a huge difference.
Also while I am all for sim over more arcade-like games, the sim should not mess up the fun of the game. For instance, Men of War: Assault Squad models armour penetration very realistically, with smaller at shells pinging off heavy tank armour. On the other hand, they do not have sherman crocodiles with flamethrower fuel tanks behind them. The fact is I would prefer tight fun gameplay over more crippling realistic constraints.
Andar89, on 15 December 2011 - 05:47 AM, said:
But its not about Assault/Heavy mechs only decide if it is a win or lose.
And thats why I think the Multiplayer of Mechwarrior 4 Sucks (If you go random match with respawn)
Everyone controlls a heavy, filled with Autocannons and Thumpers, only to achieve a quick kill.
And in the end you and up playing a simple First Person Shooter with respawns...
I would like to refer you to my first response to Mchawkeye on the first page.
}{avoc, on 15 December 2011 - 07:17 AM, said:
Team tactics shouldn't be affected by respawn vs. no respawn.
Running in and dying by yourself hurts your team whether you can respawn in 5 seconds or you're out for the match, either way your team is fighting short-handed.
Also This.
}{avoc, on 15 December 2011 - 07:17 AM, said:
That being said, from the way the devs have presented this game, lobby based matches determining control of a planet/system (ala MPBT:3025) I would suspect that matches will be no respawn and only lasting 10-15 minutes (more or less depending on how suicidal or cowardly the combatants are).
The depth I hope this game has though will give it more than MPBT's simple, run forward until 2 lances meet and then start fighting.
No respawn objective matches might as well be team deathmatches, if everyone can die permanently, what is the point going after the objectives? You might as well gun straight for the enemy mechs and it will get old fast.
IceSerpent, on 15 December 2011 - 08:37 AM, said:
Why would it split the team to begin with? Your and your 3 lancemates get a combat drop, it ends (one way or another), you and your 3 lancemates get another combat drop...and so on.
Right, devs say objective games will take ~20 mins and say objective matches have no respawns. In an initial attack on a convoy about 5 minutes in, your hunchback takes a cyclops' gauss rifle to face and now you are out of the battle. you now have approximately 15 minutes to wait, assuming your friends decide not to make a futile charge because they are a 'mech down.
Then you are face with a choice, do you go play another game and leave your party? or do you wait? How many times would you want to play 5 mins then wait 15 mins?. I am guessing not many.
Edit: Damn you ninja ruleslawyer
Additional Edit: no respawns + long wait time breaks two rules of thumb, 1) It will inevitably split the party, 2) it will make the game unfun for the waiting player. The waiting player in all likelyhood will be a newbie, this will probably turn the player off the game, which will cause the playerbase to expand slowly, if at all. Basically It will cause the game to die a slow death.
Edited by Zakski, 15 December 2011 - 10:29 AM.