I had a long private message conversation with Pat Kell a few weeks back, and while I understand his(and the rest of KCOM's stance) I think they're wrong.
New players to this game are frequently people who are invested in the Lore, not in the gameplay. I know that was the case for me. When I started, and was playing faction play almost exclusively(as a pug), I suffered from enough crushing defeats at the hands of KCom that I wouldn't even participate in the fight if I was grouped up against them. I ejected through my first three drops and then would find a way out of bounds for the fourth. I saw no reason to give them the rewards for my deaths because I knew that as an uncoordinated group we stood no chance.
Since then I joined a unit and have progressed to be the unit leader. As the leader of my unit I have instituted two rules for faction play:
1. We do not push drop zones(occasionally when we're on smaller QP maps like Caustic we may inadvertently end up in an enemy spawn, but that's always in small numbers and unintentional). I'm firm enough on this that I am willing and ready to lose a match over pushing to an enemy's spawn and not giving them any opportunity to actually play the game we all waited 10-20 minutes to get into.
2. If we're against pugs or smaller groups and we're in a group of 7+ we offer and honor 1v1 requests. We will do this at the risk of losing one mech to an enemy who chooses not to honor the 1v1, and when that happens, we retaliate, fall back to regroup, and let our opponent have their next wave to regroup and try again if we're on defense(if we're on offense we complete the objective and end the match).
I straight up asked Pat Kell to consider not spawn camping pugs. I couldn't care less about what he chooses to do against larger groups because that falls on them to coordinate and not simply roll over and die. But against pugs, spawn camping is not healthy for the game despite what he believes. In his words:
Pat Kell, on 13 June 2017 - 03:23 PM, said:
Also, people who are not pushed do not really learn lessons all that well, sometimes even being pushed doesn't teach people anything either but at least the opportunity is there for them to take if they want it. I guess my point here is that the people who tend to get frustrated and quit tend to be the people who aren't going to learn in either situation and the people who are capable of learning often times will need to be pushed and challenged in order to rise to the occasion. I don't think I am doing them a disservice by providing that challenge, I think I am doing them a favor. And honestly, I don't care about people who are faced with some adversity and decide to quit. They are not the ones who will excel and are not the ones who will someday be able to teach me how to be better.
In the absence of PGI being able or willing to change the mechanics of the game mode to discourage spawn camping(many ideas have been provided repeatedly by the community), I feel that it is our responsibility as a community to foster a welcoming game mode to new players(for units, go for it, be relentless and brutally aggressive), if we don't do this, we'll continue to see complaints and a lack of broad appeal for the game mode that I am most interested in playing.
And finally I've got some more ideas for what PGI could do to discourage camping:
1. Eliminate C-Bill and XP rewards for kills within 500 meters of the drop zone.
2. Have drop ships avoid dropping people into "Hot LZ's," let the drop ship do strafing runs shooting its large lasers at any enemy in the drop zone until there is a clear place to land.
3. Replace second, third, and fourth drops with Drop Pods(
Drop Pod - BattleTechWiki - Sarna.net) that have numerous choices for location to drop so that there is no single place that spawn camping can occur.
There are many more possibilities that would help reduce or eliminate spawn camping, but until PGI improves their game theory on designing their game modes, then as I've said before, it's our responsibility as a community to encourage players to participate in the game we all enjoy.