Timed Match With Infinte Respawns A Good Idea?
#1
Posted 15 August 2017 - 03:54 AM
A lot of other games have timed team arena matches with infinite respawns and you are scored on your total effectiveness instead of your 'one life'.
Would a MWO match mode where we had infinite respawns be interesting to play?
Obviously you would need a mechanism to prevent spawn camping such as dropping only four mechs at a time and/or surrounding spawn points with indestructible turrets or dropping a slew of arty strikes before the mechs drop, etc, etc.
What pros and cons would there be to such a mode?
#2
Posted 15 August 2017 - 04:53 AM
#3
Posted 15 August 2017 - 04:54 AM
1. Will it replace QP? Cause 5-10 minute matches are popular with certain part of the population, as they do not wish to invest too much time per match. If it will not replace QP, it will split the queue and increase wait time and worsen MM.
2. How will rewards be handled?
#4
Posted 15 August 2017 - 05:00 AM
However trying to carry 11 pugs for 30 minutes is a pain in the butt, as evidenced by CW.
The rewards better be worth it.
#6
Posted 15 August 2017 - 05:30 AM
I don't think the one life aspect of QP is ideal, but it's far less boring/shallow than the one 'mech aspect of QP.
#7
Posted 15 August 2017 - 05:44 AM
#8
#9
Posted 15 August 2017 - 06:09 AM
#10
Posted 15 August 2017 - 07:18 AM
I wouldnt want infinite respawns though thats stupid. dying has to have consequences.
I would want ticket based respawns. where your team starts with X number of reinforcement tickets and when a mech on your team dies your team loses tickets equal to its tonnage. That would also help balance lights and mediums considerably since theyd have a lower "cost" than heavies and assaults.
And to prevent camping and force action on the part of both teams, there should be 3-5 capture objectives that slowly bleed reinforcement tickets from the other team. the capture objectives would help make the entire map playable and break up deathballs much like the objectives in conquest do.
Edited by Khobai, 15 August 2017 - 07:26 AM.
#13
Posted 15 August 2017 - 07:28 AM
Quote
When it gets there.
In about a fortnight.
escort is still better than skirmish IMO. you get better rewards for it. yeah the gamemode has flaws but skirmish is the most flawed of all.
skirmish is the absolute !@#$ing worst gamemode. it has no substance.
the atlas pretty much never gets there, it gets killed 95% of the time. escort is like skirmish that ends early and you get paid more cbills for playing. yeah escort sucks, but it ends so quick you dont have to suffer through the full skirmish at least. less skirmish for more cbills sounds better to me.
the best gamemode by far is conquest though. conquest makes use of the whole map. theres something for all weight classes to do. and often theres actual strategy to winning conquest that doesnt just involve deathballing and spamming strikes. of all the gamemodes it degrades into skirmish the least often.
Edited by Khobai, 15 August 2017 - 07:38 AM.
#14
Posted 15 August 2017 - 07:33 AM
#16
Posted 15 August 2017 - 07:40 AM
Many other games have respawn game modes. In fact it's become the norm. Which is why I like games like Gears of War (execution / warzone back when GoW 3 was around), MWO and old school Counter Strike (haven't played recently enough to know if it was changed). I feel like games where your life is a one shot thing make you play completely differently than the ironic YOLO fest which is CoD and some Battlefield (note i don't dislike those games... but they aren't my preference if i can get a one life a match style one instead).
I really feel like a respawn in MWO QP is basically just turning it into another one of those latter gametypes that I really don't enjoy as much. I like the fact a mistake can be punished with instant death or horrible maiming, it makes the games you make it through all the way that more memorable and it pushes an individual to be more conscious of what they're doing while also keeping the learning curve nice.
All personal viewpoint really but it pains me to see so many in the past decade just be "dead / wait five seconds / respawn" games.
#17
Posted 15 August 2017 - 07:50 AM
#18
Posted 15 August 2017 - 08:22 AM
#19
Posted 15 August 2017 - 08:27 AM
1. with tickets for respawns, bases that lower tickets faster, and variable objectives mid game to further lower tickets (eg VIP/destroy dropship/download caches of intel); and
2. with a drop deck of cycling respawn times - ie lights spawn faster than assaults.
#20
Posted 15 August 2017 - 08:33 AM
Khobai, on 15 August 2017 - 07:18 AM, said:
I wouldnt want infinite respawns though thats stupid. dying has to have consequences.
I would want ticket based respawns. where your team starts with X number of reinforcement tickets and when a mech on your team dies your team loses tickets equal to its tonnage. That would also help balance lights and mediums considerably since theyd have a lower "cost" than heavies and assaults.
And to prevent camping and force action on the part of both teams, there should be 3-5 capture objectives that slowly bleed reinforcement tickets from the other team. the capture objectives would help make the entire map playable and break up deathballs much like the objectives in conquest do.
I like that... Basically turning it into Battlefield 1942 with tonnage-based ticket reduction on the spawns. It would have to be used tonnage, and not maximum mech tonnage though, so someone could bring a lighter heavy or something and save the team some tickets.
Would need to use the larger maps for this to work, and shifting spawn locations. (only spawn in the locations you control, and you get to choose which)
Also, yes, skirmish sucks. It's what makes it so blatantly obvious that this is just an oversized Solaris Tournament 'simulator', not a true Mechwarrior game.
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