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Timed Match With Infinte Respawns A Good Idea?


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#41 Mystere

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Posted 15 August 2017 - 05:42 PM

View PostEl Bandito, on 15 August 2017 - 04:54 AM, said:

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.

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

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.


Instead of a timed match, implement "Endless War". Then, instead of outright respawns, have a queue where those who die join the tail.

That takes care of both "trying to carry 11 pugs for 30 minutes" and people who only want to play for a short while.


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

The rewards better be worth it.


Give stat-wh0res anything and everything they want. Posted Image

Edited by Mystere, 15 August 2017 - 06:32 PM.


#42 Rovertoo

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Posted 15 August 2017 - 06:19 PM

Didn't re-spawns work in other MW games? I don't really see why it wouldn't work here. I like single-life play as well as FW-like respawns, though a ticket/tonnage or maybe an increasing respawn timer I think would work as well. I figure that they should just get rid of 'quick play' as it is now, and pool all of the gamemodes (including however they solve the respawn thing) into faction warfare with it's rewards and planet captures and things. The Quickplay mode would just throw you into the que to play whatever comes up, while faction warfare would let you pick which planet to capture and the like. The QP button would really just be a filler que button for CW at that point, for people who want to drop into a quick match.

#43 SirSoggyDog

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Posted 15 August 2017 - 06:36 PM

I feel obliged to mention that a four respawn skirmish is already in game and residing in faction play. Personally, my unit isn't fond of it, because there's no way to pull a game back when your getting stomped, and when things go way south, the gamemode lasts far longer than a QP pug roll. I also feel that it's worth mentioning that if you die early on in a QP match, you can simply exit the battle and play a different mech. The only people who have 15 minutes of downtime are those who are doing so of their own accord.

On a side note, I don't think El Banditio was talking about stats like K/D ration, but rather cbill and XP gain, which are both very valid concerns all but a few players.

#44 Anjian

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Posted 15 August 2017 - 07:06 PM

Faction Play is extremely poorly designed for one thing. All it takes is to compare this game mode to the game modes of other games, and you can see not only why FP mode is broken, but the game designers should have their license to make games revoked for utter lack of talent.

#45 Andi Nagasia

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Posted 15 August 2017 - 07:13 PM

a Ticket system like it BattleField could work in MWO, but it would require a good amount of work,
it also may make Objectives and modes around them better, but they would need a good deal of balance as well,

the catch is that a good portion of the comunity doesnt want to depart with the Single life MechWarrior
having one life gives that life meaning, where as having many respawns can lead to people burning Tickets,

#46 Mystere

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Posted 15 August 2017 - 07:19 PM

View PostAndi Nagasia, on 15 August 2017 - 07:13 PM, said:

a Ticket system like it BattleField could work in MWO, but it would require a good amount of work,
it also may make Objectives and modes around them better, but they would need a good deal of balance as well,

the catch is that a good portion of the comunity doesnt want to depart with the Single life MechWarrior
having one life gives that life meaning, where as having many respawns can lead to people burning Tickets,


That so called "single life" is what a player makes out of it. Those who don't care will just drop in another Mech. Events, challanges, tournaments or whatever PGI calls them is proof of that.

#47 Anjian

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Posted 15 August 2017 - 07:25 PM

Having respawns, and a predeck, validates character or hero, or in this case, mech collecting.

Either the whole deck comes into play, like in MOBAs and tactical RPGs, or you respawn through the whole deck, allowing you to choose according to the situation.

I am not talking about where you take the same hero or mech and spawn over and over again in the same mech or hero. I am talking about consuming through the deck. You lose one mech, replace with another in the same deck.

There are games that are even going further --- you consume one deck of heroes, you got the next deck to throw in into the extended campaign.

Of course, one can say there is a strong profit motive to that, because it encourages collecting, but for the collector, this validates their collection.

#48 GhastlyGrim

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Posted 15 August 2017 - 10:42 PM

Im in for unlimited respawns and gameplay similar to
the battlefield series.

cheers

#49 Pjwned

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Posted 16 August 2017 - 12:25 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.


Sounds better for faction play than quick play, for a number of reasons.

I also see potential problems with tickets based on tonnage since ideally a Locust is just as useful as a Dire Wolf in the right hands.

For the record, I'm not a fan of tonnage limits for group queue or faction play either.

#50 Khobai

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Posted 16 August 2017 - 12:26 AM

Quote

the catch is that a good portion of the comunity doesnt want to depart with the Single life MechWarrior


thats not a catch

[mod] Redacted, be nice, if you cannot, then actions will be more severe. [/mod]

because having single life and respawn gamemodes arnt mutually exclusive. they can both exist at the same time.

Quote

I also see potential problems with tickets based on tonnage since ideally a Locust is just as useful as a Dire Wolf in the right hands.


I see no problem for rewarding people for playing lighter mechs.

lights and mediums are the most common mechs in battletech. thats what most people should be playing.

and to be fair the direwolf does need a buff

Edited by poopenshire, 16 August 2017 - 04:41 AM.


#51 Nema Nabojiv

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Posted 16 August 2017 - 12:56 AM

it would be cool if you can take any mech you have but only once. And unlimited trial mechs for poors.

#52 PurpleNinja

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Posted 16 August 2017 - 01:14 AM

I would die with so many lights in that short time period.

#53 Vellron2005

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Posted 16 August 2017 - 01:37 AM

If you ask me, I would not mind a continuous respawn mode.. I would not mind if FP worked like that either..

To make it work, the following needs to be achieved and secured:

1) Each player can drop any mech from a selected dropdeck of 4, and can drop it as many times as wanted. The dropdecks MUST contain one mech of each weight class, but cannot have more than one (so no 2 heavies or 2 assaults)

2) Spawn camping is discouraged by a simple mechanic: If enemy mechs are inside a friendly drop point, a dropship is diverted to a safe one. If all drop points have enemy mechs in them, the dropship fires as normal. Also, faction play walls are a thing. And turrets.

3) The game lasts until the objectives are achieved. The objectives are tougher to achieve, as in o-gens have more hitpoints, you need to cap more resources and such.

4) Random objectives - During the game, a random objective can appear - these include a VIP that needs to be escorted, a mobile field base that needs to be captured or destroyed, a ECM tower that can be captured or destroyed, or a random building in the city that becomes a supply depot to be captured. Each gives bonuses and/or penalties to the teams that complete or fail them. These MUST be random for every match.

5) Rewards gained from the match are tallied based on the things that a player has done. Each dropped mech's damage, kills, and usual rewards are all added together, so if you did 2000 damage with 2 mechs, or with 6, the rewards are the same. Effectiveness is what counts. Also, the WIN reward should be massive, as well as rewards for achieving objectives (like killing turrets, mobile field bases, o-gens and such).

Also, there needs to be an additional reward or a reward multiplier based on amount of mechs used, and amount of time used. You should be rewarded more for using less mechs and completing the objective faster. My suggestion for this is to double the win reward if achieved in under 20 minutes, and triple it if achieved in under 10 minutes. If longer than 20 minutes, no additional multiplier.

For mech usage, if a win is achieved, multiply the total tally of cbill rewards by 4 if only 1 mech used, by 3 if only 2, by 2 if only 3 and do not multiply if 4 or more mechs were used. If the game was a loss, but it lasted more than 20 minutes, half those multipliers. (so 2 if only one mech was used to defend for more than 20 minutes, and none if 3 mechs were used).

6) If a player disconnects, and does nor reconnect within 3 minutes, give control of that player's dropdecked mechs to an A.I., and drop them in sequence from assault to light. Their behavior can be as simple as walking to the objective and shooting at nearest enemies along the way, and the objective if reached. Give the A.I. controlled player's mech an A.I. tag in it's name, so it can be identified.

If that player reconnects, put him back in the cockpit of the currently dropped mech.

If all this is implemented, I think FP would be thoroughly better, would be played more, AND it would shake up the current strategies, since the snowball effect would not matter as much (no more set number of waves).

There is however an issue with this idea in terms of lore.. cose' it would be silly to just keep throwing mechs away at a single objective, but I'm willing to overlook that for the scale of the battle.

#54 Roadbuster

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Posted 16 August 2017 - 01:40 AM

[mod]

Redacted

Nothing to see here, move along.

[/mod]

Edited by poopenshire, 16 August 2017 - 04:44 AM.


#55 TWIAFU

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Posted 16 August 2017 - 03:26 AM

Infinite respawns means infinite seal clubbing.

I LOVE IT!

Infinite spawn camping.

I LOVE IT!

Add this so 12mans can beat the living snot outta pugs more.

I LOVE IT!

#56 Ghogiel

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Posted 16 August 2017 - 06:15 AM

yes.
But straight TDM mode but on tickets/timer isn't really going to be all that good on it's own. imo you need mode and maps to go along with the format otherwise it won't be all that.

#57 Plastic Guru

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Posted 16 August 2017 - 07:45 AM

View PostJackalBeast, on 15 August 2017 - 11:57 AM, said:

The guys that can't handle change
-" No RESPAWNS!!!! I like to have 10-15 minutes downtime after I play with a single mech"
Think about it in the current clime -

^^^^^^^^^^^^^^^^^^^^^^^^^^THIS!!!^^^^^^^^^^^^^^^^^^
Jeez...sometimes I'v almost fallen asleep waiting for 'Quick" play.
"For faster game selection use a light mech''...bwahaahaha....sssssuuuurrrreee...
Sometimes I'm ready to hear a voice say "Thanks for holding ..your expected wait time is 13 minutes"

Plastic Guru

#58 Almond Brown

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Posted 16 August 2017 - 07:53 AM

View PostWildstreak, on 15 August 2017 - 07:35 AM, said:

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


While they are at it, please also add NH and UA as options. Might as well get them up and going asap and make it a "real" MW game like everyone wants... ;)

#59 Admiral-Dan

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Posted 16 August 2017 - 10:28 AM

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

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.

The RL80 Locust likes this idea. I`m sure the forum shitstorm reach epic size within hours.

Edited by AlphaEtOmega, 16 August 2017 - 10:28 AM.


#60 Thorn Hallis

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Posted 16 August 2017 - 11:28 AM

View PostCoolant, on 15 August 2017 - 07:33 AM, said:

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.


Those servers were so popular because they had unlimited ammo and no heat.





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