pbiggz, on 10 May 2021 - 07:03 AM, said:
Yeah but the player behaviour is caused by lack of respawns. When you only have a single chance to perform, any single mistake could leave you spectating the rest of the match, and leave your team one man down. Because of that, balling up instantly because your best, and often only option, with the teams orbitting and poking one another until someone makes that first mistake, before they close in.
With respawns, players will be more free to be creative in their strategies. You'll see parts of maps that usually see little combat actually getting used because going out there wont spell an instant loss for the rest of your team. If nascars do happen, and im sure they will, they'll constantly readjust and shift direction when they slam into respawning waves of fresh mechs. Posting up somewhere and turtling will become a more attractive strategy. Playing the objectives will become a real option.
You have to make Playing the Objectives, the
only option
There are three elements that makes objective play possible.
The objectives itself as the primary focus of the game. Proper rules for the game mode, well designed maps with strategic placements of capture points.
Second is Respawns. The question is whether you prefer unlimited, dropdeck selection, and dropdeck limits, such as the number of mechs allowed by the dropdeck.
And the third factor, which people hardly speak about but is necessary for objective game reinforcement --- is a
Timer
The timer gives the match a limited time. Let's say 10 minutes.
You will be forced to rush the objectives as quickly as possible. Holding the objectives for the longest time will give you the most points in the team bar, ala MWO Conquest, but this is common in all shooters as the Domination mode.
Other team will try to retake the objectives. This creates waves of both offense and defense on both sides, while teams are replenished with respawns.
Regardless of how many mechs are killed on each side, the team with the most points when the timer goes BZZZ, wins. The losing team can have still have more mechs in the field, got more damage and more kills, but its always the points that makes the win. Teams that are strengthwise inferior but is more goal focused and coordinated, can eke wins out from more powerful teams.
This answers the question what about spawn camping? Spawn camping in this format is history --- if you are a spawn camper and wants to play that scenario, you are dead weight for the team. Besides, you are more likely to get killed anyway by the opposing team. You cannot waste your time in a match with a short timer that is not in the focus of your objectives. Spawn camping will get weeded out by the social group dynamic.
Players that want to camp, snipe and play it safe, these players are also dead weight. This format of game requires you to be aggressive. Even if the team is a PUG and does not communicate with each other, every one needs to be unanimously aggressive.
KDRs don't matter, Players will eject and suicide damaged mechs for new ones when the situation fits.
The concept of decoy and sacrifice --- luring the enemy to aggro you, while teammates snatch the objectives --- will also come into play.
The problem of FW is that its one way, one team is defending and another is offending. A proper objective game mode should have both teams in the offense and defense at the same time, with strategic capture points in the middle. Another problem of FW is that its Clan vs. Inner Sphere, not Clan/IS vs. Clan/IS mixes.