Add Re-Spawn To Most Game Modes To Prevent Them From Devolving Into Skirmish
#21
Posted 26 March 2018 - 06:39 PM
That's not possible. What they have is a small-scale arena shooter with a few minor iterations of "lock 24 'mechs into a square kilometer for 5-10 minutes", and they've never demonstrated the ability to innovate beyond that--FP is just QP with longer queue times, extra lives, and longer timers.
Adding respawns &c would dilute the fast paced play-and-move-on nature of QP without bringing any benefit. Lopsided matches would turn into what they already are in FP: the winning team spawnkilling their opponents until the clock runs down. The maps are too small; respawns would remove any sense of loss from dying.
Now what I would like to see would be drop-in drop-out Solaris FFA matches that keep running for an hour or five and let people leave freely with the rewards they've earned while slotting new ones in and allowing respawns.
#22
Posted 26 March 2018 - 07:33 PM
#23
Posted 26 March 2018 - 08:37 PM
Alexander of Macedon, on 26 March 2018 - 06:39 PM, said:
That's not possible. What they have is a small-scale arena shooter with a few minor iterations of "lock 24 'mechs into a square kilometer for 5-10 minutes", and they've never demonstrated the ability to innovate beyond that--FP is just QP with longer queue times, extra lives, and longer timers.
Adding respawns &c would dilute the fast paced play-and-move-on nature of QP without bringing any benefit. Lopsided matches would turn into what they already are in FP: the winning team spawnkilling their opponents until the clock runs down. The maps are too small; respawns would remove any sense of loss from dying.
Screw it, let's start porting over maps from Living Legends.
That sounds like a joke, but I'd love more huge and varied maps for a respawn-enabled objective playlist. Too bad we really lack the playerbase to divide it more.
#24
Posted 26 March 2018 - 09:04 PM
#25
Posted 26 March 2018 - 09:08 PM
Samial, on 26 March 2018 - 09:04 PM, said:
Sometimes I wish the same, then I remember that would mean people only ever took the meta for the map and you would just never ever have a interesting match , never fight from different than normal spots. Atleast that's my theory
#26
Posted 26 March 2018 - 10:25 PM
https://mwomercs.com...p-and-gp-united
in short:
Merging parts of FP and QP to have a consistent "universe" of battles that impact the global faction balance.
This includes some sort of dropships.
and from:
https://mwomercs.com...-that-game-mode
Adding AI mechs and convoys to serve as the reason to go for the game mode.
Moving the game towards a MOBA style.
Similar to the AI bots in Titanfall.
#27
Posted 26 March 2018 - 10:38 PM
Manored, on 26 March 2018 - 01:34 PM, said:
What makes various game modes apart from "kill them all" work in other games is the fact that death isn't permanent, so the contribution to team victory you get from killing someone is limited.
In this game that crucial element is missing, but the game modes are designed largely in the same way... which ultimately doesn't work that well.
As such, I propose adding re-spawn to most game modes. The idea being that after a player dies, they can re-spawn somewhere between 30 seconds to 2 minutes later, being dropped in via dropship.
I'm aware that there are some game modes with re-spawn on faction play, but I haven't played that so I can't comment on that.
However, maybe the "drop pod" system there could also be used here. Could serve as a means of limiting the number of re-spawns per player, which should keep players from getting too suicidal.
I don't know if respawnes are the way to go, but the fact of the matter is that right now, the matches that are the most enjoyable are FP - quickplay map drops.. like Incurison FP, Conquest FP, Skirmish FP..
Actually more fun than regular QP..
Worst matches however, are Siedge - Attack matches.. those are unwinnable in anything less than a full 12-man, which are rare A.F...
#28
Posted 26 March 2018 - 10:54 PM
Edited by Dogstar, 26 March 2018 - 10:54 PM.
#29
Posted 26 March 2018 - 11:11 PM
Vellron2005, on 26 March 2018 - 10:38 PM, said:
I don't know if respawnes are the way to go, but the fact of the matter is that right now, the matches that are the most enjoyable are FP - quickplay map drops.. like Incurison FP, Conquest FP, Skirmish FP..
Actually more fun than regular QP..
Worst matches however, are Siedge - Attack matches.. those are unwinnable in anything less than a full 12-man, which are rare A.F...
I really depends on the map. Attacking on something like Taiga isn't quite so bad. Attacking on Grim Portico, on the other hand, well, you might as well just suicide right then and there.
#30
Posted 27 March 2018 - 12:00 AM
Dogstar, on 26 March 2018 - 10:54 PM, said:
Sadly, while I agree with this, it would also mean dropping any semblance of immersion, and this game being a simulator of mech combat, and not an arcade unreal-tournament like game.. :/
#31
Posted 27 March 2018 - 12:00 AM
I made some game modes (well ideas) I hope PGI will notice at some point and maybe try them out. Right now it's not looking that way If anybody is interested check this post (or my signature), long post in the middle of the page:
https://mwomercs.com...ame-mode-ideas/
#32
Posted 27 March 2018 - 12:22 AM
Dogstar, on 26 March 2018 - 10:54 PM, said:
Yes, unlimited respawns with small or no delay. That will remove wave-play and partially fix spawn camping.
4 mech dropdecks with weight limit are kinda bad too because they force you heavily into meta, and are too unflexible. Just taking any mech you own according to situation would be better.
#33
Posted 27 March 2018 - 01:18 AM
Manored, on 26 March 2018 - 01:34 PM, said:
What makes various game modes apart from "kill them all" work in other games is the fact that death isn't permanent, so the contribution to team victory you get from killing someone is limited.
In this game that crucial element is missing, but the game modes are designed largely in the same way... which ultimately doesn't work that well.
As such, I propose adding re-spawn to most game modes. The idea being that after a player dies, they can re-spawn somewhere between 30 seconds to 2 minutes later, being dropped in via dropship.
I'm aware that there are some game modes with re-spawn on faction play, but I haven't played that so I can't comment on that.
However, maybe the "drop pod" system there could also be used here. Could serve as a means of limiting the number of re-spawns per player, which should keep players from getting too suicidal.
Look, I'm not talking down to you, but you haven't played long enough to know just how awful this idea is. I am thoroughly impressed by your ability to weed out and pinpoint PGIs flaws in the four days you have had an account, but dude
You don't understand.
This PGI we're talking about. They'd not only bungle it so badly it'd be terrible, it would remove the level of "immersion" each game gives you. You have your mech. You drop in your mech. Now, here's the plan; Dakka, no die.
I get it. Objectives are often ignored. But I literally could not number the amount of times a couple rascal lights have stolen Victory from a 10-3 stomp via points. Or by luring off a bunch of squirrel chasers to steal the center. Or base raided in a hail Mary and barely stolen victory from the jaws of defeat. Re-spawn ruins all of that. It cheapens the risk you and your teammates take. Why worry about consequences when you can throw wave after wave of Pirate's Banes at the enemy base? FW doesn't even work that way. You only get 4 mechs, with considerable limitations.
It's alright train of thought. And it's great you're so new to the community and already hoping you improve it.
But no. Re-spawn is bad. So very, very bad.
#34
Posted 27 March 2018 - 01:35 AM
Nema Nabojiv, on 27 March 2018 - 12:22 AM, said:
Mobile suicide squad?
This would not be fun,
better ask for a no heat unlimited ammo mode,
this is at least only ridiculously easy and not ridiculously stupid.
#35
Posted 27 March 2018 - 02:08 AM
Kroete, on 27 March 2018 - 01:35 AM, said:
Dont quite understand, what do you mean?
This going to be usual FP-skirmish-like tug of war, when one team pushing closer to enemy base, loses hp and mechs in the process and eventually the team closer to their spawn point pushing back because they reinforcements arrive sooner. And then it repeats. Pure mech shooting, what's not to like.
#36
Posted 27 March 2018 - 02:19 AM
Peter2k, on 26 March 2018 - 04:12 PM, said:
What if it is a 500-3 stomp (yes yes using hyperbole here), but the the side getting stomped actually won because they finished the objective, and payout is not related to kills or damage dealt?
Who cares about win if you have to die 10 times in the process? I know I don't.
#37
Posted 27 March 2018 - 02:49 AM
Go play League or Overwatch or Heroes of the Storm or Dota or Paladins or Planetside or ANY of the other games that feature a clash of respawning forces clashing over an objective.
The "One Life to Live," part of Mechwarrior is quintessential to it.
The way EVERY choice matters or you may be out this time around MATTERS.
#38
Posted 27 March 2018 - 03:35 AM
Villainy, on 27 March 2018 - 02:49 AM, said:
The way EVERY choice matters or you may be out this time around MATTERS.
FP with dropdecks. Next.
Also noone forces you into anything. You dont want FP you dont play it. You dont want Solaris you dont play it. Same for GQ, QP, scouting, and whatever mode I missed.
#39
Posted 27 March 2018 - 04:03 AM
xRatas, on 26 March 2018 - 02:57 PM, said:
You can easily respawn. Just hit esc, exit match and get a new one. Everyone is happy.
Respawn on quickplay would just make 12-0 stomps something like 48-3 stomps and people would quit halfway the game from frustration.
Missed the memo?
Rolf stomps are OK when your in derp queue unless your enemy is using teamwork.
Only have to see how QP with respawn players play in CW to see how this idea will turn out.
The enemy will sit at DZ getting the crap farmed out of them.
#40
Posted 27 March 2018 - 05:39 AM
Quote
yes but killing enemy mechs is rarely the primary objective in battletech or mechwarrior
enemy mechs usually arnt the objective but rather just obstacles in the way of completing the objective
winning by wiping out the enemy team should be harder (and less rewarding) than completing the objective. that way theres incentive to complete the objective.
the game should definitely be about mech on mech action, but it should also be about having meaningful strategic objectives and making players feel like theyre part of a major military operation. MWLL did a good job of that. MWO fails at that.
Edited by Khobai, 27 March 2018 - 05:45 AM.
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