

Adding In Simple Respawns With Tonnage Ticket System?
#21
Posted 19 April 2017 - 01:50 PM
so a resounding YES PLEASE !!
#22
Posted 19 April 2017 - 01:52 PM
As for "it encourages sloppy play", yeah, no, sloppy play happens already, single life doesn't change that, if anything it encourages it. You get a map/mode you dislike? Run into the enemy, die, quite, load up a different mech and launch back into the queue. Single Life play just makes the learning curve steeper. Is there a place for it in MWO? Yes, there is, is there a place for a respawn mode? Yes there is. Quickplay can easily harbor both if PGI balanced damage, kills, and objective play rewards as it would become more advantageous to crush part of the enemy team then win, instead of kill the whole enemy team then care about stepping your toe into the domination cap circle, or shooting the VIP in the back.
As for respawns in quickplay? Honestly, I don't see a need for it if PGI properly rewards doing objectives and makes modes like Incursion asymmetrical instead of symmetrical. FP though could do with outside of siege with a better respawn mechanic, an overall an overhaul to a ticket respawn system on dedicated servers for active warzones between factions that you can join and leave at will, no friggen queues, only if a lance or more is on either side does it count towards planet capture, and a more war of attrition zone of conflict instead of MOBA like corridor maps where you have multiple contestable objectives instead.
#23
Posted 19 April 2017 - 02:03 PM
The problem of the incursion mode is not that there are no respawns(it would just mean the skirmish slaughter takes longer), the problem is, that the maps are too small. Only polar highlands would come to mind as a map where this mode would have possibly an impact and I would even consider that map too small for this mode to play it's tactical and strategical strengths out. Also I consider the 15 minute time limit too short for such a mode.
Edited by Dryderian, 19 April 2017 - 02:07 PM.
#24
Posted 19 April 2017 - 02:07 PM
It is called quick play for a reason.
Just because there is 15 minutes for a match doesn't mean we have to go the full 15 minutes.
#25
Posted 19 April 2017 - 02:10 PM
this would make the current gameplay more dynamic. especially if combined with Point of Control re-spawns ala Battlefield.
the other points about ticket burning are valid and some steps would be needed to be put in place to prevent ticket wasting just have to play Battlefield for some time to see ticket burning at play and realize there are players out there who just dont care.
im really surprised by the resistance to this idea i figured it would be a welcome change of pace.
The way i look at it, is respawns will give more opportunity for great offensive pushes and more excellent defensive rebuffs.The games we have in QP only have this every so often and being a part of one is what makes this game shine. respawns would bring about that opportunity more often .
Edited by nitra, 19 April 2017 - 02:12 PM.
#26
Posted 19 April 2017 - 02:16 PM
nitra, on 19 April 2017 - 02:10 PM, said:
this would make the current gameplay more dynamic. especially if combined with Point of Control re-spawns ala Battlefield.
the other points about ticket burning are valid and some steps would be needed to be put in place to prevent ticket wasting just have to play Battlefield for some time to see ticket burning at play and realize there are players out there who just dont care.
im really surprised by the resistance to this idea i figured it would be a welcome change of pace.
The way i look at it, is respawns will give more opportunity for great offensive pushes and more excellent defensive rebuffs.The games we have in QP only have this every so often and being a part of one is what makes this game shine. respawns would bring about that opportunity more often .
Have you ever seen graveyard farming in WOW? If you have superior team where 8 are alive and in are in the base while the other team is nearly wiped out and the enemy team sticks together and your team spawns one by one - guess what happens.Well I've seen it in CW one time and that was enough for me.
Edited by Dryderian, 19 April 2017 - 02:18 PM.
#27
Posted 19 April 2017 - 02:22 PM
Dryderian, on 19 April 2017 - 02:16 PM, said:
Have you ever seen graveyard farming in WOW? If you have superior team where 8 are alive and in are in the base while the other team is nearly wiped out and the enemy team sticks together and your team spawns one by one - guess what happens.Well I've seen it in CW one time and that was enough for me.
no different than what happens /happened in FW with the spawn camping, players are jerks. respawns have nothing to do with that .

Edited by nitra, 19 April 2017 - 02:24 PM.
#28
Posted 19 April 2017 - 02:27 PM
Edited by Karl Marlow, 19 April 2017 - 02:27 PM.
#29
Posted 19 April 2017 - 02:27 PM
nitra, on 19 April 2017 - 02:22 PM, said:
no different than what happens /happened in FW with the spawn camping, players are jerks. respawns have nothing to do with that .
Why introduce that then into QPs? No respawns, no farming - it is a s easy as that. A coordinated team against an uncoordinated will be superior in most cases, respawn or not.
Edited by Dryderian, 19 April 2017 - 02:29 PM.
#30
Posted 19 April 2017 - 02:55 PM
Dryderian, on 19 April 2017 - 02:27 PM, said:
Why introduce that then into QPs? No respawns, no farming - it is a s easy as that. A coordinated team against an uncoordinated will be superior in most cases, respawn or not.
no different from today, respawns just allow for more opportunity in shifts of momentum. adds for the opportunity of more varied game play in a session . we already have players who act as jerks in QP with running about and not engaging.
respawns will not remove nor will it add to the current jerks that we have in the playerbase .
even in the current QP system we have farmers who sand bag and wait for soft targets and pad their kdr through others efforts.
respawns does not create bad players.
all games are full of bad players respawn or no respawn it does not matter. simple fact, their is a group of people who prefer to grief others. and use mechanics to aid in those efforts, respawn being one them. does not mean respawn is a terrible system , just takes a little forethought in proper implementation to make it fun .
and thats what, is at the core here .. ways to keep MWO fun instead of stagnant.
Edited by nitra, 19 April 2017 - 03:09 PM.
#31
Posted 19 April 2017 - 02:59 PM
#33
Posted 19 April 2017 - 03:04 PM
Personally I don't really care if the respawns are limited (beyond trial mechs or owned Mechs only) on anything but skirmish. You want the map to end? Teamwork gets you there. You want to duke it out? Group up and stomp face. There would need to be a conceded option though, so that one sided stomps aren't fifteen minutes of pain for one side or the other. Maybe make it a mercy rule of 3:2 after 12 mechs are destroyed.
#34
Posted 19 April 2017 - 03:10 PM
Promessa, on 19 April 2017 - 03:08 PM, said:
I think they mean to keep it at 15 minutes but added spawns. Also no one is saying you drop in the same mech multiple times from what I have seen.
#35
Posted 19 April 2017 - 03:13 PM
#36
Posted 19 April 2017 - 03:33 PM
Promessa, on 19 April 2017 - 03:21 PM, said:
Well I guess that's my complaint about any substantial amount of respawns.
I think it kind of stinks to let teams choose what mechs they are dropping in in qp though. Some have pointed out you could run locust drops for a long time. On the other hand, if a bunch of dudes drop in heavies, most of the team might not be able to spawn because they are burning through the teams tonnage. If the plan ends up being to give everyone a respawn though, games are gonna be longer than 15.
Or matches will be decided on whoever is closer to the objective completion. Most of the objective modes we have now have a time out clause on who wins. Skirmish it is "whoever has more kills", Domination it is "less time left". Conquest it is "most resources", VIP it is flat "win or lose", Incursion it is "which base has more HP", Assault is "which base is less captured". Respawns really only make sense to land in for Incursion though, domination cap is too short, conquest works as is, Skirmish works, as much as I dislike skirmish for it's lazy gameplay. Assault doesn't need it either, not enough to fight over to warrant it. VIP wouldn't get it, makes no sense (otherwise the VIP would just get flown out ffs). So really this is only a change for CW and Incursion in QP and future possible objective heavy modes in QP.
#37
Posted 19 April 2017 - 03:40 PM
Promessa, on 19 April 2017 - 03:08 PM, said:
what i have proposed isnt about increasing the time of a match,
if a 24Mech match is over in 10-15 minutes thats 2.4 to 3 Mechs destroyed a Minute,
where as 96Mech in FactionWarfare 24-30 minutes thats 3.2 to 4 Mechs destroyed a Minute,
-
so if a single respawn was allowed you would be at most only gaining 2-3 minutes,
which would make your 8-10 minute matches closer to 10-13 minute matches, still under the 15 max time limit,
Edited by Andi Nagasia, 19 April 2017 - 03:40 PM.
#38
Posted 20 April 2017 - 12:22 AM
#39
Posted 20 April 2017 - 12:45 AM
Seriously, if you can sit there and come up with crazy ideas to completely ruin QP, why can't you sit there and come up with a way to fix CW instead?
#40
Posted 20 April 2017 - 05:07 AM
If a respawn is considered at all, then only with a drop deck of 2 Mechs and a max tonnage linked to it. Let´s say 120 Tons.
Only then it will still have the feel of consequences.
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