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Adding In Simple Respawns With Tonnage Ticket System?


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#21 nitra

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Posted 19 April 2017 - 01:50 PM

Dont even have to read the post the header is enough to sell this.

so a resounding YES PLEASE !!

#22 Moonlight Grimoire

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Posted 19 April 2017 - 01:52 PM

Without an overhaul to how MWO runs, this really won't work in most modes. Only mode I can see it in would be Incursion FP. Even then... IDK, I feel MW:LL has the ticket system more nailed down where every PILOT is a ticket, you die, you grab a mech from your drop deck, respawn (instead of MW:LL's buy a new loadout and vehicle), and go at it again with objectives that bleed each team of tickets faster. This means some idiot running off with their KDK-3 to die repeatedly doesn't ruin the team's chances any more than a locust running off and getting nuked in the *** by 2xGR 2xERPPC from a scorch when running away from an objective they thought the enemy had no presence at.

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 Dryderian

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Posted 19 April 2017 - 02:03 PM

Easy, for me. No respawns!

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 Clownwarlord

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Posted 19 April 2017 - 02:07 PM

Re-spawn in Quick Play/ Group defeat the purpose of being a quick match, because it would extend the time of play from 8 minutes to the full 15 minutes.

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 nitra

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Posted 19 April 2017 - 02:10 PM

Great responses in this thread, i especially like Mystere idea and Andi's follow up.

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 Dryderian

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Posted 19 April 2017 - 02:16 PM

View Postnitra, on 19 April 2017 - 02:10 PM, said:

Great responses in this thread, i especially like Mystere idea and Andi's follow up.

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 nitra

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Posted 19 April 2017 - 02:22 PM

View PostDryderian, 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 .

Posted Image

Edited by nitra, 19 April 2017 - 02:24 PM.


#28 Karl Marlow

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Posted 19 April 2017 - 02:27 PM

What really needs to happen is all modes except Skirmish need to be removed from garbage quick play. Then all modes except Skirmish are put into FP. That way the modes that actually benefit from respawns are already in the system with respawns. While garbage quick play is just a quick 12 v 12 every time.

Edited by Karl Marlow, 19 April 2017 - 02:27 PM.


#29 Dryderian

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Posted 19 April 2017 - 02:27 PM

View Postnitra, 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 nitra

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Posted 19 April 2017 - 02:55 PM

View PostDryderian, 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 Chuck B

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Posted 19 April 2017 - 02:59 PM

Yes please!!! If only to get rid of Bishop Steiner. I don't really care about it other then that.

#32 Mister Glitchdragon

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Posted 19 April 2017 - 03:03 PM

View PostAndi Nagasia, on 19 April 2017 - 11:51 AM, said:

i know Respawns have been brough up before,
and i know many have mixed feelings about them,

No mixed feelings, for my part. Respawns suck.

#33 Baulven

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Posted 19 April 2017 - 03:04 PM

Honestly I would be fine with respawns on most game modes as long as you weren't able to take the same mech over and over again. That would force people to work objectives or flat brawl for 15 minutes, either of which would be interesting.

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 Baulven

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Posted 19 April 2017 - 03:10 PM

View PostPromessa, on 19 April 2017 - 03:08 PM, said:

I must say no to respawns. I can only see negatives from this. I wouldn't personally like longer matches for one thing. They already go on as long as other games that have respawns, 8-10 minutes which is about the length of an over watch or cod match. 30 minute games with the same people will get pretty tiresome, especially when you are losing. I don't think respawns would change the fact that most games are stomps, so now we just have a really slow stomp, just like invasion. Yay. Without respawns, your player contribution is much more definitive. You know that Kodiak you just killed isn't coming back, I think that's fun.


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 Archer Magnus

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Posted 19 April 2017 - 03:13 PM

I think drop deck quick play would be better than respawns. Longer games in general, and if there is an objective you can end the game sooner. Vs. every game playing out like Skirmish.

#36 Moonlight Grimoire

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Posted 19 April 2017 - 03:33 PM

View PostPromessa, on 19 April 2017 - 03:21 PM, said:

Yeah, I guess not.
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 Andi Nagasia

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Posted 19 April 2017 - 03:40 PM

View PostPromessa, on 19 April 2017 - 03:08 PM, said:

I must say no to respawns. I can only see negatives from this. I wouldn't personally like longer matches for one thing. They already go on as long as other games that have respawns, 8-10 minutes which is about the length of an over watch or cod match. 30 minute games with the same people will get pretty tiresome, especially when you are losing. I don't think respawns would change the fact that most games are stomps, so now we just have a really slow stomp, just like invasion. Yay. Without respawns, your player contribution is much more definitive. You know that Kodiak you just killed isn't coming back, I think that's fun.

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 PhoenixFire55

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Posted 20 April 2017 - 12:22 AM

No.

#39 Kiyoshi Amaya

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Posted 20 April 2017 - 12:45 AM

You've already got respawns! It's called community warfare/faction play! Why don't you campaign to fix that rather than mess up QP and divide the community further?

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 Dahrsis

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Posted 20 April 2017 - 05:07 AM

Basically a no from me, because it WILL lead to sloppy and self-destructive behaviour.

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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