Adding respawns increase the player time in the battle. That's what is important. Even if the TTK is short, what really matters is the length of the player's time in battle.
He or she should not use many minutes to queue, then connect, only to die in a few minutes, then wait for several minutes again to be in spectator mode.
From the moment the game play style looks like this, the game was already doomed in the beginning.
You keep saying that respawns doesn't improve the game experience. Sorry but it does in practice. I enjoyed games that had respawns more than this game, quite frankly. If CW wasn't dominated by premades like they do now, I enjoyed CW more than the QP. I spent at least much of my MWO time during Phase 1 and Phase 2 CW, almost in CW only.
Lately War Thunder had their April event with modern tanks and helos fighting in the Middle East, objective based and respawns. The event was so much fun, I could not get back to MWO (hasn't played MWO since, and not even the regular War Thunder arcade mode on tanks with 3 spawns.) Its like once you tasted better food, better wine, better rooms, you can't go back to the usual crap you live by.
And while games with respawns are not perfect by themselves, their net advantages simply outweigh that of those without respawns when TTK is considered.
War Thunder for instance, would be unplayable if they don't have respawns. Planes do not have limits to their respawns other than what is on your preset and backups, while tanks get three on the arcade mode. This has something to do with the TTK of planes vs. tanks, as planes blow up more easily. World of Warplanes doesn't have respawns. Though there are also other factors contributing to War Thunder's success, having respawns is certainly one of them. This also explains why their tank game, which has many faults in itself, is able to survive and flourish despite the polish put into Armored Warfare which doesn't have respawns.
Of course, by game design, you can choose limited or preset respawns such as in War Thunder and War Robots, while games like Fractured Space has infinite number of respawns are only won by winning the main objective or the time runs out.
Now you can choose to fix TTK in MWO, maybe like the way it was before long time ago. But MWO has gone down the road for too long, it maybe irreversable after years of quirks, boosts and rebalance. I feel that the TTK in MWO is best suited for a limited respawn preset, probably about three mechs, compressed in a 10 to 15 minute time period.
You keep saying a one sided fight is a one sided fight.
With respawns however, its only a one sided fight until the fat lady sings. How many times have I played a game in another game with respawns that in normal MWO terms felt like a sure win or stomp for our team, or for their team, only to be turned around in the last phase of the game. Just how many times...countless times.
Don't use your CW experience to condemn respawns as a working concept. Your bad experience there is also the result of zero matchmaking, and generally overall poor game design. As for my experience in CW, I find the game to be fatally flawed for obvious reasons, but I still had many of my best and most enjoyable, most immersive matches in this game in that mode.
Edited by Anjian, 17 April 2017 - 11:40 PM.