Omigir, on 17 January 2012 - 12:29 PM, said:
I never played 2142, and I regret BF3… I am slowly growing to dislike EA very much and very close to avoiding all their games. But that is neither here nor there.
That game type Would be a good mission. It would work in both No Respawn and Respawn very well and I can see that as a way of having a long but very fun game. In some ways, it might be better for Respawn game mechanics.
I think a map with multiple (5+) control points would work with respawn, but a map with fewer would probably work really well with your hybrid system (more on that later).
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I, from what the Devs have said in the blogs, that is pretty much what I figured, stock base mechs that are always available. (which ones, no one really knows) Dropping a player down to 0 would work but only in the absence of anything better for Respawn. Really, you would do more for that pilot to let him come away with just a beat up mech and a few less C-bill’s rather than having nothing, and unlikely to really pull himself out of a hole if he is constantly on the bottom.
As much as I feel dirty for saying this, but its almost helping him out more to cut him off before he drags himself under. This is all opinion I guess, but I just feel like if you let a player ‘rush’ over and over, they will keep doing it, and will settle for 0 every time. In essence you have what is called a feeder at that point who is assisting the other team who are going to just eat this kind of player alive.
I could be wrong, and I hope I am… unfortunately there are people this dumb and stubborn out there..
Well, what I was thinking is something like this:
-Player goes into a game, makes 1m cbills profit, cbills set to 1m
-Player goes into the next game, makes -5m cbills debt, 0 cbills earned for that game, player is still at 1m cbills
-Player goes into another game, makes another 1m cbills, cbills set to 2m
-Player buys a locust for 2m cbills. cbills set to 0
-Player can now spend future earned cbills on customizations for the locust
This way, the only way to go is forward. If you have a bad game, you aren't screwing yourself over. You just aren't advancing.
As for "feeders" ... well, if TF2 is any indication, people love to customize their avatars ... even if the customizations are purely cosmetic. I think that people will work hard if customizing mechs costs money (ESPECIALLY if those customizations show up on the mech model). Aside from weapons/equipment customizations, you could even offer mech paint jobs and body kits for cBills ... again, my experience with TF2 is that people will want these.
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MW4 did this, they gave you more amo per ton. MW4 is also acclaimed to be the most arcade like of all the MW series, and most don’t even bother to mention MA (which as we all know is not really a game… but a sick joke by bill gates)
I understand the criticisms for MW4 that have been made, but I do believe that it should get credit for basic mechanics. I.e. I think that if you are talking about no-respawn gameplay, MW4 had the best multiplayer in that lag wasn't really an issue, the maps weren't pretty but had many tactical options, and the weapons balance (again in NR) wasn't perfect or resembling BT perfectly but it existed.
That said there were alot of problems with MW4 that hopefully MWO will address.
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Yeah, I can see these above points. The only way to really protect these game dynamics is to separate No respawn and Respawn. But then you come into the problem of Respawn providing more XP per match due to the more frequent engagements… that is another matter all together though.
Agreed. Somehow you need to balance XP (cbill) gain per minute/hour to match the two game modes.
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I don’t always have the most time either; I do not have a family but I’m military with a wonky schedule that always seems to screw me out of ops and missions in Eve. So I won’t say I see completely eye to eye. I almost want to suggest ‘Solaris’ for casual play but at that same time, I think everyone that wants to should be able play in the faction warfare. On another thread they suggest a game mode that wold let you plan a planetary raid up to 3 – 6 days out with full logistic planning and such and you don’t get to drop unless you sign up on it.. I don’t have that kind of time. : \
If you haven't played TF2, I would suggest you try it (its free to play) just to see how they do capture/control points and arena (No respawn). Both have been tweaked for pickup gaming quite effectively.
I think that for any given conflict over a planet, you could have both NR and respawn games to contest the planet. The different matches could affect control over the planet in different ways.
This way, assuming I just want jump into a game fast, I can log in, select a planet, and jump into one of several games of both types (NR or respawn) and contribute to the conquest of the planet. NR games could be small engagments over remote outposts or key geographical locations. Respawn games could be massive battles for the centers of cities, spaceports, etc.
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So.. you sold me. But at that same point I would like to sell a hybrid. Start of match, you pick 1 – 4 (or another number) of mechs in your stable, or all noob mechs. If they all go down then you are sol… then again, you did spin a pretty good picture. You made something work that nobody else has been able to do.
Actualy, you probably won't have to sell this too hard. The more I think about it the more I like it. This would add a bit of strategy (i.e. loadout becomes not just which mech/variant you bring, but what combination you bring), and adds a really clever way to balance for tonnage (e.g. for a given map/server you can pick any 4 mechs ... but they have to be under 300 tons/30m cbills).
You could imagine three game types:
Survival (NR)
-Short match, Smallish map
-Both teams spawn on opposite sides
-When destroyed, you go into camera mode (from perspective of any teammate)
-If one team is destroyed, game over, other team wins
-If both teams live after given time, control point opens at middle of map (outpost, geographical feature)
-Last team standing or first team to capture the center point wins
Reinforcements (Hybrid)
-Medium length match, Medium sized map
-Before match, everyone picks 4 mechs to use
-Both teams spawn on opposite sides
-When destroyed, players will select one of their remaining mechs and wait for respawn wave
-After a certain period of time, or if an entire team is destroyed, dropships (leopards) fly in and drop at a remote location
-If one team is destroyed and have no reinforcements, game over, other team wins
-If both teams live after given time, control point opens at middle of map (outpost, geographical feature)
-Last team standing or first team to capture the center point wins
-ALTERNATIVE: game opens with several, unliked control points (maybe with repair bays/ammo bays?). First team to capture all, or destroy entire enemy team wins
Conquest (respawn)
-Long match, large map
-At any time, players can pick a stock mech (by faction) or one of their customs
-Each team has a fixed number of tickets/points/whatever
-Death reduces this number of tickets/points/whatever (more for heavier/more expensive mechs)
-There are 5+ linked control points (say points 1 - 5)
-One team starts at point 1, the other at point 5
-Each team has an overlord dropship at their first point
-In order to capture a point, you must own an adjacent point
-If one team owns all but one point (the enemy's home point), the enemy's tickets start decreasing over time
-If one team owns all but one point and destroys the enemy's overlord (capturing the last point), they win
-If one team runs out of tickets, the other team wins
-ALTERNATIVE: Point 3 (center control point) is a key structure (city center, factory), and when one team owns this, the other teams start ticking down.