Hazeclaw, on 05 January 2019 - 10:38 PM, said:
How exactly would you get rid of "spawn campers"? You do realize if you've been spawn camped on a team level that basically means you've already been beaten by a much...MUCH stronger group. They're just trying to end the drop as quickly as possible to hopefully get into a drop with tougher opposition, and hopefully you can get opponents of more similar skill as well
Isn't that part of the problem though?
Without an objective that can end the match such as destroying the base, holding the domination point or collecting the resources there is no way to end the match.
The other part that always seems to go along with the discussion is that when there is an objective that will end the game, teams don't complete the objective because:
loss of income due to the way c-bill earnings are impacted by damage dealt
it can take so long to get a match that they don't want to sit waiting longer than they have played for.
The teams that are dominant in the match and find themselves at the spawn point are damned if they do, damned if they don't as the overwhelmed team gets salty either way.
"Spawn camping!"
"Objective rushing!"
As a winning team it can be just as tedious waiting for the last mechs to drop so I'm not sure why there isn't another option.
As has been pointed out in regards to the proposal in this thread, asking teams to take a handicap by taking lighter mechs will move those teams towards Objective Rushing to get the win. It also doesn't appeal to players that have enough money to buy a planet at this stage of the game and severely gimping the players would not have the desired outcome.
When the match is fairly even and feels like it sits on a knife edge, it's great and that's the desired outcome that I get from this proposal.
Any incentives to play the game are good. just need to look at it from all angles so it does get the desired outcome.