Leggin Ho, on 07 August 2017 - 10:05 PM, said:
He asked for a lore based reason for spawn camping, so I'd like a lore based example of a respawn in lore, I know there's not one but hey let's see.
I'm also a Paratrooper and I'm sure when I jump into combat the guys on the ground will wait till I hit the ground and get out of my chute before they shoot at me too right??
Then tell me a lore based reason why we don't pass out from heat when our mechs are running the red line?
Why don't we get knocked around more as we get hit?
Why don't our mechs ever fall over, especially when missing a leg?
Why aren't clan mech super powerful, like they are in lore? Why do they drop in lances instead of stars?
Why do we keep being able to play, instead of having our character die the instant we die from a head shot (pilot death)? Why is our account not just deleted when such an event happens?
Why? Easy. It's a game. A game that is a player vs player game. It's a game that is designed to be fun and enjoyable to "all*" players. It's designed to be balanced so no one aspect/player/mech/weapon is suppose to be "the clearly better choice". Because it is not real, and shouldn't be based strictly on realistic properties. Basically, this game is not the same as real life. Where as in real life someone who use artillery to get some long range indiscriminate kills, in this game that ends up not being such a good thing. Recall the Long Tom aspect? Very easy to abuse with coordination and a lore based equipment. However, was very disturbing to the game's balance and play-feel.
Mycroft is right, there are many lore possible options open that could still be added into the game, and none of them would necessarily be disturbing to the game as a whole. As the game is based on BT, we have plenty of things we can look at for inspiration. Union class Dropships are one such concpet, as well as the popular concept of mechhangers as well for the defending force.
*All in indicative of "as many as possible" and at least an attempt to have the game have the potential of being fun and enjoyable to many players. Right on down to using what you enjoy yourself, so someone like myself (for example) can load up on my Medium mechs and not be at a disadvantage.
I'll reference to another game on the "lore based reason for respawn". Battlefront (any of them, but I only played 1 and 2). In that game, each army had a number of "reserves". The respawn wasn't "you specifically coming back again from the dead", but was more of "another trooper has come in from reserves to continue the fight". The BT version of the respawn would be very much the same thing, right on down to the dropship "depositing" the new mechs and mechwarriors onto the field of combat, not the same actual and literal pilot back in.
Mycroft000, on 07 August 2017 - 10:33 PM, said:
This is the most reasonable idea I've seen so far that at least puts the player in control of their mech before they instantly die. It would also have the side effect of completely eliminating the issue of having your legs damaged by your own drop ship.
Dropping in full company waves really would only work if we also had capture-able drop zones that must be occupied in order to be held. It would allow the 12 dropping together to have a reasonable advantage at their drop zone, but not an overwhelming advantage since they would already be on the losing side.
I didn't think of that... It would have a double bonus then.
(That bug still in the game? I use to get hit with it, but last time I played FP, I didn't see it happen at all....)
My only concern with dropping in as full companies (12 mechs) is the wait time to get all the mechs to do so. It would let one team be able to move even more before the other side respawns, which leaves O-gens and Omega open to attack, bases open to capture/destruction, Conquest points able to be taken... or the enemy able to surround the spawn waiting for those 12 people to respawn. Although it probably would also give the best chance to break a spawn camp, it also may cause more cases of it's occurrence...?
Jaroth Corbett, on 08 August 2017 - 06:48 AM, said:
OK the point is you asked for an example from the lore & I have given it. You can keep saying that ALL the games that have spawn camping in them have poor design but like I said, ALL those games are poorly designed? Really?.......................................OK
There are some games where spawn camping is easier to do, particularly first person shooters (or any shooter really). I recall playing a game called "Dust", and some of the "elite" players memorized where the spawns where and had sniper rifles that could kill in a single hit (unlike the starter sniper rifle, which took three shots to drop someone). Let me just say, fun game, but it was not fun to die, spawn, die spawn, die, spawn, die, spawn... and I couldn't even move to do anything because they could just reload while I was dead and then kill me the moment I respawned. I just placed my controller on a table and watched after a time. Was about that enjoyable. THANKFULLY, MW:O doesn't have that bad of a time.
For the record, that wasn't a common thing in the game (Dust), but when someone(s) did it (normally a premade group of people who covered each spawn), it wasn't fun. The game made it difficult to do repeatedly (you could select your spawns) and some maps/missions had alternative ways around it, but that didn't stop people/teams from doing it.
I think the poorly designed part should be related to "how easy is it to do" more than if it can be done. Most games it is very possible to camp the spawn points, just designed not to be very easy from either respawn point selection or from semi-random spawn locations. In MW:O, it's often very easy to know where your opponent's are going to respawn, and it can be easy to do it depending upon the opponents. Poor design? I don't really agree with that. Could it be improved? Sure. Most things aren't perfect...