Its time that PGI admit to themselves that infinite respawn and being able to select which spawn point you respawn at is a manditory feature to make all quick play game modes outside of skirmish unique and meaningful. If killing the enemy team is always a potential win condition then it always going to be a commonly used tactic. Total team kill wins have been a major complaint for a long time now.
We already have evidence that respawning a limited number of times with no respawn point selection changes the dynamic of certain game modes because of faction play . We know from community feedback that outside of spawn camping, it is a good and liked feature. Having the player select where they respawn would fix a lot of respawn issues. It may require an extensive reworking of how they now currently do respawning but it would help make game modes unique, objective orientated, and greatly reduce spawn camping.
I can understand PGI's comcern with this. The way they currently do match score and CBill/XP reward is primarily based on damage dealt and kill count. If that stayed the primary way reward was determined and respawn was introduced, then you would have these really long games in which everyone would just go for as much damage and kills as they could and in the last five minutes go for the objective to actually determine win. They would definitely have to change the way games score to an objective based scoring system tonprevent this. I would purpose a system that in skirimish the current scoring system is great, but in all other game modes the system should he flipped as to where objective based aspects of the game are the primary way points are won and damage dealt/kills just add a bonus the way that objective based aspects currently work in various game modes.
I think incursion PTS is the perfect opportunity to not only play test a new mode but also play test objective based scoring, infinite respawn, and spawn point selection. They all lend themselves to the same objective of making a game mode that is truly unique and different from what currently exists in the game and allows them time and feedback on fine tuning an objective based reward system that produces the same averages and range on match scores and CBill/XP payouts. I also think that if they capitalize on this opportunity and make it work, they can implement it to other quick play modes (even if one game mode at a time) and create a selection of game modes that are truly unique and engaging.
Hell if they get a functional player selected respawn system working they could get it implemented in faction play and fix the spawn camping complaint from faction play with the same fine tuned system. 2 birds with one stone basically. They can even keep the limited drop deck to keep faction play the "hard mode" they want it to be.
Edited by Wendigo Waltz, 25 March 2017 - 04:52 AM.