Let's Face It, Nobody Wanted 1V1/2V2...we Wanted Ffa Deathmatch
#1
Posted 16 April 2019 - 09:26 AM
Voila. Done.
#3
Posted 16 April 2019 - 09:35 AM
#4
Posted 16 April 2019 - 09:52 AM
I think FFA would be pretty popular for a couple weeks, then tank after the novelty wears off.
#5
Posted 16 April 2019 - 12:12 PM
#6
Posted 16 April 2019 - 12:19 PM
Lol honestly though i'd play some FFA.
Edited by VigorousApathy, 16 April 2019 - 01:28 PM.
#7
Posted 16 April 2019 - 02:41 PM
Why would anyone want that?
Seriously. How do you design a fun FFA game with no recovery mechanics? How do you design MechWarrior Online FFA to discourage hyper-passive and defensive gameplay?
#8
Posted 16 April 2019 - 03:03 PM
Alcom Isst, on 16 April 2019 - 02:41 PM, said:
Okay so this is a mode I DON'T want...but, for the sake of argument...the way you would correct fortniteism is with a timer. A SHORT timer. First, it should be a full QP spread...24 players at a time. The timer will need to be 2 to 3 minutes, same scoring mechanic as QP with gain/loss staggered according to damage done, number of kills, etc. If more than one player are still alive at the end of the match, however, it counts as a loss for everyone...which means you probably do not want to be a player who fortnited the last match when the next match comes around.
#9
Posted 16 April 2019 - 03:11 PM
Plus it'll just be people hiding for 15mins till the last minute to fight.
It sound be even less interesting and populated than Solaris is now.
#10
Posted 17 April 2019 - 01:55 AM
Alcom Isst, on 16 April 2019 - 02:41 PM, said:
You start taking internal damage after a minute without getting a kill. If you want it to stop, get a kill.
#11
Posted 18 April 2019 - 08:37 PM
Hazeclaw, on 16 April 2019 - 09:35 AM, said:
i asked for ffa. mostly because it works in living legends and was fun. people killing eachother over the right to use a repair bay. people camping out at the mech hangers waiting to get the drop on the newer players in the match. duncan fisher's superior mwll commentary.
of course pgi's version of that is likely not going to be as good. like a pure survival last man standing would probably be boring as hell hidefest. but as a mode with respawns, playing for kills, it would be hella fun. people dont hide because kills trump all and you don't get those when hiding. kill stealers paradise.
Edited by LordNothing, 18 April 2019 - 08:45 PM.
#12
Posted 19 April 2019 - 12:57 AM
#13
Posted 20 April 2019 - 06:12 AM
#14
Posted 21 April 2019 - 08:52 AM
#15
Posted 21 April 2019 - 09:32 AM
Ghost Paladin117, on 20 April 2019 - 06:12 AM, said:
That's a lazy answer.
Imagine a FFA game mode where you have to reach a minimum total of ~1 kill per ~5 minutes to stay in the game...
Then the only way to stay in the game, is to keep killing other mechs fast enough to not be eliminated by the timer.
Edited by Humble Dexter, 21 April 2019 - 10:04 AM.
#16
Posted 21 April 2019 - 09:42 AM
#17
Posted 21 April 2019 - 10:29 AM
Humble Dexter, on 21 April 2019 - 09:32 AM, said:
Imagine a FFA game mode where you have to reach a minimum total of ~1 kill per ~5 minutes to stay in the game...
Then the only way to stay in the game, is to keep killing other mechs fast enough to not be eliminated by the timer.
No, it's a very realistic answer. Because it would happen. If PGI could implement that it might help sure. Or you would have opportunists hiding until someone is near 1- shot and grabbing up the kill. Also, a likely play style.
#18
Posted 22 April 2019 - 01:47 PM
Sooo , how is a Solaris FFA mode incompatible with the engine ?
Edited by Pain G0D, 22 April 2019 - 01:53 PM.
#19
Posted 23 April 2019 - 05:12 AM
#20
Posted 23 April 2019 - 11:44 AM
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