Wendigo Waltz, on 25 March 2017 - 04:50 AM, said:
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.
"Respawns in quickplay"
The problem with respawns in quickplay is that I think it's difficult not to undo the "quick" part of quickplay if you have respawns. A couple of the strengths of the quickplay setup is that a single match will take a maximum of 15mins (but typically 5-10 in my experience; queue times generally seem fine to me) AND that if, for whatever reason, a match becomes problematic (terrible team; terrible opponents; personal failure etc) then it won't be long before you're in a new match.
If you have a limited number of respawns (akin to faction play) then I strongly suspect matches will often play out like faction play, i.e. they will last much longer. If you switch to a completely different setup -- whether a generous 'ticket' system or (near) infinite respawns coupled with adjusted match win conditions (e.g. true capture/hold territory or other pure objective-based conditions) then I think it'll very much change the character of matches. While a match where everyone hides behind a rock for the first 10 minutes can be frustrating, I'm not sure I want to swap it for a format where people take the biggest alpha they can (with no thought for sustainability/ammo), and charge/alpha/override/alpha/die/repeat. Obviously there's no way to be sure that would happen, but it doesn't seem beyond the realms of possibility.
EDITED TO ADD:
Reading through some of the other comments in this thread a little further and thought I'd add something about the character of matches, to elaborate on the hide/charge dichotomy I alluded to earlier.
Currently, in quickplay, within each match there's a risk/reward consideration for every action. Poking out *now* might get you a free backshot on an enemy assault or a PPC to the face; will pursuing that heavily damaged medium result in a kill and the removal of some of your enemy's available firepower, or will you run into the rest of her lance?
Experience, map knowledge etc all help you make better and faster decisions but there's always an strong element of risk.
If you change quickplay to a respawn-based system, that puts a heavy thumb on one side of those decisions (by reducing the affect on the player of errors in judgment/play). Some would argue that encouraging teams to be more aggressive is a good thing (I would tend to agree) but Leeroy-style charges could easily be an unintended consequence and that would shift the gameplay considerably.
Edited by Ano, 28 March 2017 - 04:07 AM.