Tesunie, on 03 August 2017 - 07:41 AM, said:
Some of it is on PGI, some of it is on the players (in my opinion). However, being online and how people seem to keep acting as time goes on (or so it seems), a lot of the honor codes and player concessions I use to see from players has slowly... vanished. Either that or it was just the groups I played with. (As an example, in MW3/4 online mode, there was a rather strict honor code among players to not shoot intentionally at legs. An accidental legging was okay ad understood, but an intentional, repeated legging ended up normally with that player being called out, and their victim normally being ignored by all other players as they hunted down the perpetrator themselves and repeatedly legged the offender in return... to death... many times...)
I've said numerous times in this thread, that in the absence of PGI's willingness or ability to discourage spawn camping, I consider it the community's responsibility to curb the tactic. In my unit, we do not push drop zones. If we're down to the last few drops and someone is DC/AFK, we ask the enemy team if they want us to go in or wait out the clock. On smaller maps(Caustic), I've seen some of our players end up in the enemy drop inadvertently, but as soon as they realize it, they make an effort to get out. And in cases of there being one person dropping into the enemy drop zone at the end of a match where they are still fighting, I allow one person to advance to the drop zone and start fighting once the other player has engaged.
I would rather lose the match and fight with honor and good sportsmanship than to win simply so we can pad our stats. This is a game and should be fun win or lose.
Tesunie, on 03 August 2017 - 07:41 AM, said:
However, I do also agree that PGI also should be attempting ways to prevent such a case from happening as well. Whether that is having more mechs drop at once, maybe have the dropship's have some lower (under the mech's feet) armor/hit box of a hatch that opens (the hatches could provide some cover) as you drop or some such. They have a reasonable start as it is.
There have been numerous ideas that PGI could implement which would discourage or even eliminate this as a problem:
Drop pods instead of drop ships, and allow those drop pods to drop you into the highest concentration of allies(should your drop commander allow that for strategic reasons)
Dynamic capture-able drop zones that require an occupier to hold the zone
Union Class drop ships that allow a full company to drop at once
Eliminating Skirmish as a FP game mode
Providing rewards based on the number of surviving enemies when you complete the objective
And I am completely sure there are hundreds of more ideas that have been posted that I've missed.
Tesunie, on 03 August 2017 - 07:41 AM, said:
As far as "punishing those who remain in spawn" (enemy and ally), I can see some issues with this. One issue is actually similar to what happened to a unit mate and myself just on Tuesday on Grim Portico. There is apparently a spot where you can walk out of bounds near the gates. He lost a mech there and we just presumed he may not have noticed the "out of bounds" notification. (He was really far out of bounds when I looked at my mini-map... I think...) I was fighting in that same area, and I took a step out of bounds and got the message on my screen. I stepped back into bounds, the message went away and I continued to walk away from the boundary (should have been well inside the boundary). Well... Nope. Apparently, with no notification or warning and while being well inside the boundary, I "killed myself" by being out of bounds, despite seeing the boundary behind me as well as the boundary beacon line also now being behind me. Cost me a mech on the last enemy wave (my second mech), and greatly diminished my match score (annoying, but whatever).
"Punishments" should be limited to those who simply choose, as a whole team, not to leave their drop zone. If all remaining surviving players sit in the drop zone without advancing, or doing damage to enemy mechs, then they should be on a clock that ends the match and credits the other team with the win, and rewards them accordingly for pushing the enemy out of the engagement.
And I'm not talking about doing this as an out of bounds style "shot clock." I would want to see the forfeit timer function in a way that the clock starts when all surviving teammates are in their own drop zone and have not dealt damage to an enemy. This would have the effect of ensuring all players on the "losing" team are regrouped in one place and have an opportunity to push out as a team and make an attempt at a comeback.
I can see ways that this could be exploited, but I don't see how it is worse than what we have now. Anything that adds strategic depth to this game is good in my eyes.