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Timed Match With Infinte Respawns A Good Idea?


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#1 Dogstar

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Posted 15 August 2017 - 03:54 AM

I was just thinking that the design of Mechwarrior and other team arena games with 'one life' means that you end up with streaks of unsatisfying wins or frustrating losses because the match is usually decided in the first few exchanges and then snowballs from there (yes I know not every match is like that but a big proportion of them are exactly like this).

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 WarHippy

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Posted 15 August 2017 - 04:53 AM

No respawns.

#3 El Bandito

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Posted 15 August 2017 - 04:54 AM

You mean a Deathmatch mode? Yes it can work, as proven by MWLL. However, several things need to be addressed.

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 El Bandito

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Posted 15 August 2017 - 05:00 AM

Deathmatch mode will also help those with 1-2 mechs to play full time without waiting for the match to end. The mode is good enough for Overwatch to include it in game in the near future.

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.

#5 STEF_

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Posted 15 August 2017 - 05:30 AM

View PostEl Bandito, on 15 August 2017 - 05:00 AM, said:

However trying to carry 11 pugs for 30 minutes is a pain in the butt, as evidenced by CW.


In a sentence, you told esactly why I do not agree with OP proposal, respawn in general, and also why I prefer solo/group que

#6 Kanil

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Posted 15 August 2017 - 05:30 AM

While I'd like a mode with respawns, I'd want it to allow us to bring more than one 'mech, like CW's dropdeck. I'm not too fussy on the details, just let me bring a couple of different 'mechs/loadouts/whatever.

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 Pjwned

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Posted 15 August 2017 - 05:44 AM

Can't wait to completely ruin everybody's day with a constantly respawning RL80 trollcust.

Fun.

#8 Nik Reaper

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Posted 15 August 2017 - 05:47 AM

View PostPjwned, on 15 August 2017 - 05:44 AM, said:

Can't wait to completely ruin everybody's day with a constantly respawning RL80 trollcust.

Fun.


Only to find out that with your 3 lives you did more dmg than that guy with 3 assaults...

#9 ocular tb

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Posted 15 August 2017 - 06:09 AM

I personally don't care for the idea- not in QP anyway. For FP I'm more open to it (still not really into the idea much), but for QP I like it how it is.

#10 Khobai

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Posted 15 August 2017 - 07:18 AM

respawns is still better than every gamemode being skirmish. skirmish gets @!#$ing boring real quick.

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.


#11 Smites

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Posted 15 August 2017 - 07:20 AM

View PostKhobai, on 15 August 2017 - 07:18 AM, said:

anything is better than every gamemode being skirmish


The Escort Atlas would like to have a word with you.

When it gets there.

In about a fortnight.

#12 Bigbacon

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Posted 15 August 2017 - 07:24 AM

View PostSmites, on 15 August 2017 - 07:20 AM, said:


The Escort Atlas would like to have a word with you.

When it gets there.

In about a fortnight.


after it backtracks back to where it started.

#13 Khobai

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Posted 15 August 2017 - 07:28 AM

Quote

The Escort Atlas would like to have a word with you.

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 Coolant

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Posted 15 August 2017 - 07:33 AM

I'm always for unlimited respawn. It was in previous installments in the franchise and in MW4:Mercs unlimited respawn servers were by far the most popular.

#15 Wildstreak

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Posted 15 August 2017 - 07:35 AM

View PostDogstar, on 15 August 2017 - 03:54 AM, said:

What pros and cons would there be to such a mode?

MWO would have to be completely redesigned into a MOBA not a FPS to accommodate the constant silly push for infinite respawns.

#16 Maker L106

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Posted 15 August 2017 - 07:40 AM

No idea if I'm a minority here or not but I want to voice this in this topic because the relevance.

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 ThundrGod

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Posted 15 August 2017 - 07:50 AM

I think it would be a great idea because it would help with retaining new players. When you are always the first to die, no respawn is harsh. I like the ticket idea. You could also relegate certain tiers to weight classes so the new people couldn't trash all your tickets grabbing assaults.

#18 Suko

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Posted 15 August 2017 - 08:22 AM

I just want this game to be fun. I'm not so tied to the "sim" aspect of this not-sim to demand no respawns, ever. There's a hundred different ways to handle respawns in a game like this, but ignoring that, I think it'd be fine if they make it a separate game mode and give it a shot. I think it could really change the game up (for the better). It's not like you need to make respawns a thing in all modes.

#19 SmoothCriminal

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Posted 15 August 2017 - 08:27 AM

Yes - but:

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 BTGbullseye

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Posted 15 August 2017 - 08:33 AM

View PostKhobai, on 15 August 2017 - 07:18 AM, said:

respawns is still better than every gamemode being skirmish. skirmish gets @!#$ing boring real quick.

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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