TL;DR is to add a standalone game mode with unlimited respawns that can be joined and left at will, similar to how games like Team Fortress 2 work
"
This is a proposal for implementation of a game mode in MechWarrior: Online which has potential to attract new audiences, encourage skill development, and provide an environment where large skill gaps would have negligible impact on gameplay. The core mechanics of this game mode are already present in the Community Warfare system.
Through Community Warfare, attackers and defenders are able to reinforce their team, throughout the game, with a variety of chassis. Each match features a single map, with a decisive victor at the conclusion, where an objective has been achieved or the enemy team eliminated. All of the game modes in MechWarrior: Online contain an elimination element, wherein gameplay generally ends for any given player before the match conclusion.
Take in contrast, for example, Team Fortress 2. Many servers operate one set map or map rotation, and continue to refresh the map after each match, with players able to come and go as they choose. They can continue to play regardless of their skill level, without being eliminated from the game. This style of play is highly non-competitive, and allows players to reinforce their team constantly with a variety of tactical options through different classes which are selectable during a match.
MechWarrior: Online could benefit from a proprietary implementation of this style of gameplay. Two teams could fight for control of a single objective, as currently featured in Domination, or race to complete opposing objectives, as featured in Escort, Incursion, and Community Warfare. Until this objective is completed by a team, players have unlimited respawns, and can freely select from any of their ‘Mechs regardless of overall team composition. This allows fierce, dynamic battles, throughout which tactics, players, and team composition could widely vary.
New players can benefit from the field time and chassis variety offered by such a game mode. Additionally, new players will not find their opponents’ skill to be a barrier of entry to the game. This opens up tactics which are not viable in elimination-based game modes, while also relieving the pressure on inexperienced players to adhere to a team’s expectations.[
We feel this game mechanic is necessary to increase the scope of MechWarrior: Online’s potential for entertainment. Also, enabling such rapid variation of chassis for any given player encourages them to expand their collection of ‘Mechs, and the casual style will encourage more dynamic builds and testing of a player’s less-familiar chassis, which they may avoid deploying in the core game modes.
"
Edited by I c a r u s, 17 July 2017 - 12:29 PM.