Are you associating respawn games only with FPS?
The online component of Mechwarrior 4, the most revered of all Mechwarrior games, is respawn based.
WarHippy, on 28 March 2017 - 07:42 AM, said:
Well for starters it would require PGI to rework how we are rewarded to something more dynamic Instead of nearly all our income being based off of damage dealt. In Assault for a quick example you could tie most of the reward to actually capping the enemy base, however to prevent both teams from just rushing past each other to cap you can "penalize" for losing to cap by not awarding much in the way of c-bills. You can also add other required side objectives which can spread the players out etc.. Another option would be to have the mode be asymmetrical akin to Counter-Strike bomb maps.
One life with multiple options for victory makes for much more strategic and engaging game play(when designed well) than the mindless fun that respawn games provide. I have nothing against respawn games, but I don't want that style of play here.
They already give side rewards on WoT and World of Warships. In the end, no one still cares, its still about winning by win rate, kills and sheer damage.
Why would you associate respawns only for FPS games? Fractured Space has a very strategic gameplay, and it has perpetual respawn --- you can't win without destroying the enemy base, which requires you to capture strategic jump points as well as the mining bases that are required to upgrade your ships.
War Thunder is a game that has managed both objective and respawns. Winning an air match depends on the life of your bases, which is reduced everytime it is bombed by bombers. The life of these bases are indicated by a red and blue bar on top. Tank matches are based on a red and blue life bar which is shortened if a point is captured. If your team bar runs out, you lose.
So a player makes a preset, let's say five planes, three of which are fighters and two of which are bombers. When you are in a fighter, you intercept and try to shoot down enemy bombers, shoot down enemy fighters, escort your bombers. You may expend your fighters, and as you respawn, you take your bomber to begin your bomb run and those pilots that were on bombers before, now take the fighters in their preset.
If its tanks, light and medium tanks would try to cap, while heavy tanks and tank destroyers try to snipe and provide fire power support and suppression. You can't camp the whole game, sooner or later you need to come out and cap.
The game has a rhythm of attack and counterattack, until the tank limit (you get three lives) are expended. A lot of the battles are centered mostly around the cap spots, little meat balling, since as a team, you are frequently confronted with trying to capture or defend three spots. Only when the enemy team is dying out, you begin the final offensive to wipe survivors off their spawn. But many --- the majority --- of games do not end with the total destruction of the enemy team, and is simply determined by points, which is the length of the blue and the red bars.
Winning matters in War Thunder, because the monetary and XP rewards for winning is much greater than losing, and the game is grindy as it is, the best way to advance is to win.
I have played FP on MWO, at least on the first two phases, and a few recently (didn't like it). Both QP and FW have poorly designed objective play, which is probably the reason why skirmish (killing the enemy team) is easier.
The real purpose of objective play is to defeat camping, by bringing out both teams into a brawl in the conflict areas. Its not about trying to be a substitute for kills. Its about changing the way the battle is fought, and to do it in a more exciting manner.
The two premiere and best known non respawn wargames --- both World of Tanks and World of Warships --- with their single spawns --- and despite all the domination modes they have incorporated on both games --- have not, never eliminated camping, which only seemed to have gotten worst over time. In the meantime, I will add that Armored Warfare, whose main PvP mode is non respawn and based much like World of Tanks, have a major --- if not fatal - stomp problem, and now the game is literally dying.
Another reason for the failure of objective play in FW is that the mode itself at 30 minutes is way too long. One reason why objective play works in the highly rated War Robots for Android/iOS is that the game packs objective play, up to 5 respawns, all in only ten minutes, with objectives easy enough to rush and counter rush them, allowing for a sea sawing effect in the battle. War Thunder is only about 15 minutes, again, easily reachable objectives, allowing for attack and counter attack as many times in that short time. WWR has three to five respawns, WT has up to 5 to 6 respawns for aircraft, and three for tanks. Often in the length of time, I do not use up all the available respawns, and sometimes don't even loss a single life at the end of the game. But its a rough and brutal game if I used all of them up.
Edited by Anjian, 28 March 2017 - 08:38 AM.