MischiefSC, on 01 July 2018 - 11:48 PM, said:
TTK is better looked at as 'how long to remove you from the match'. MWO is different from the majority of games in that not only do you die and get permanently removed from the match but you can be crippled and have no way to heal or recover. This makes for a far less forgiving environment than 99% of shooters out there.
I get people wanting to feel like the shots they land are telling - however in most 1 hit 1 kill games they are even less so as killing someone changes nothing - they'll be back in full health with a new weapon in a few seconds. What is important though is that ranged trading, suppression, lane control and all that stuff needs to still be effective and even dominant in a skilled v skilled team engagement.
It also needs to be fun. Currently it's not as fun - clumsy, awkward to play. Needs to be a bit faster and responsive.
Counterstrike is similar in that you can't recover health and dying means you're out of a "match" (a round). But this is mitigated by the fact that you get follow-up rounds quickly, and each one lasts under 3 minutes. So even if you got picked off early in the match, you'll wait around a couple minutes at the most before you get a chance to try again.
There's no healthy way to alter MWO game mechanics to the point where someone making a grave error can survive for any meaningful amount of time. I do decently
on average, but even I throw up stinking performances every now and then, and when I screw up massively I manage to get off maybe 3 shots and I die in about 10 seconds with <100 damage. As it should be.
I don't want to alter the current Quickplay mode, or any of the
existing game modes of MWO. But maybe it's useful to add a new mode. Not only will casual players not mind getting fragged quickly, they'll get a much higher
volume of practice compared to what they'd get in the normal Quickplay modes. Instead of queuing up and waiting a couple minutes for a match, then waiting a couple more for everything to ready up, then dropping, then a couple more minutes marching into position... 6+ minutes of time invested, only to screw up and get exploded in 15 seconds. That's not a good ratio of action-to-wait-time, that's like a 1:24 ratio of action:wait-time. You could play like this for 4 hours and you'll have had 10 minutes of actual action.
But if you can explode and then 10 seconds later you're respawned and seconds later you're back in the fight, dying quickly doesn't seem so bad. And you're getting a much higher volume of practice in. Play like this for 4 hours, and even if you're exploding within 15 seconds of getting back into the fight, and waiting 30 seconds to respawn and march back into action, you'll have been able to shoot robots for nearly 1.5 hours.
Anyways, the old Mechwarrior games had modes like this, with respawns. Yes, it's less deliberate, it's less mindful, but it is fun in its own way and would provide a fun environment for both newbies and casual players.
If we had that kind of mode, all of a sudden TTK wouldn't seem like such a pressing issue.
The only problem is, I don't know if the player population is big enough to support yet another mode. On the other hand, PGI invested all that time and resources into making Solaris 7, only to have that action dry up quickly. This new mode might just bring in a fresh crowd and
retain it, enlarging the player pool from which the other game modes could eventually draw from.