On the subject of other type of miscreants:
I think there should be no "manual" (that is, player-toggled) ejection or self-destruct function.
The reasoning for this:
As stated in Dev Blog 1:
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Faction Worlds
The battle for control over faction planets is a simple war of attrition. The faction with the most influence over a particular planet occupies it. By virtue of simply competing in online matches, faction players contribute influence points to target planets.
Border Worlds
Mercenary Corporations can bid and fight for occupation rights of border worlds throughout the Inner Sphere. Merc Corps must bid on a planet’s occupation rights via a system of contracts generated by the game.
A match or series of matches are set up between the defending Merc Corp and the challenger. The victor is determined from the results of each match, and takes control of the planet. They are rewarded with an immediate contract payout, and will continue to earn rewards while they occupy the planet.
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Faction Players
As a Faction Player, loyalty points are earned by playing and winning matches. As the player accumulates loyalty points, they will gain a military faction rank at pre-determined loyalty point totals. If a player loses LPs by decay or negative actions, they will be demoted.
Gaining ranks earns special privileges and items, including membership to special units, unit skins, and bonuses to C-Bills and XP. These are all non-permanent and subject to the player maintaining a certain rank level. At the highest possible levels, players can begin to influence their faction by controlling which planets are targeted in territory conquest.
Mercenary Corp Players
As a Mercenary Corporation, all members’ earned loyalty points go to the Merc Corp. The Merc Corp must have a minimum amount of loyalty points with a faction before they are able to engage in planetary combat on behalf of that faction. Loyalty points also determine the type and level of contract a Merc Corp is permitted to bid on. These loyalty point restrictions mean that a Merc Corp’s membership, must remain active in order to maintain the required level of LPs.
Ranks are created within a Merc Corp by the Merc Corp leader. The naming of the ranks is entirely up to the Merc Corp leader who can assign Merc Corp level permissions to each rank.
Lone Wolf Players
As a lone wolf, the player can earn loyalty points through participation in random matches, however these LPs have no positive or negative implications. A lone wolf player does not have any ranks.
And from Dev Q&A 2:
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Will planetary control come down to one/a few games, or will taking over a planet require much more time...like 20 games? –Cyttorak
[MATT C] At launch planetary control will consist of single matches though over time we intend to add support for sequenced matches.
The issue with the combination of a manual ejection/self-destruct system and how acquisition and holding of territory and LPs seem intended to be done is that, like the Xbox 360 game
Chromehounds (a mech combat game which used a similar system for determining which factions holds what territory), it provides an incentive for the rise of so-called "boosters".
These "
boosters" were players (or groups of players) who would control two or more sets of mechs (in the case of CH, this would necessitate multiple consoles and game discs, so apparently money was not an issue for them
) arranged into teams, and would arrange to have two of the teams they control face one another in matches.
Then, they would self-destruct the mechs of one of the teams, thus allowing the other team to "win" the match.
And then set up another match and do it again... and again... and again...
They would build up capture points and reward points so quickly that normally-played matches had minimal-to-negligable effects with regard to taking or holding territory in the in-game world.
Additionally, this lead to many of the top spots of the leader-boards and the highest-ranking awards were near-exclusively held by these boosters.
By having
no player-controllable self-destruct/ejection mechanic in MWO, this would remove the most efficient form of such boosting.
Granted, there's little that could be done to stop them from manually running the sets of 'Mechs toward each other and destroying one set "the old-fashioned way" or from manually disconnecting the computers running the 'Mechs they wish to see lose, but having no player-controllable self-destruct/ejection mechanic would (hopefully) discourage the less-dedicated (and/or less clever) would-be boosters and make the process more difficult and time-consuming for the rest.
On a side note, this also removes the primary tool of a second breed of miscreant, the "kill-denier" - players who, when losing, will self-destruct/eject (or disconnect) before one can land the finishing blow, thus denying another player an otherwise-earned kill.
Though, this isn't without issue - a player who is immobilized would be stuck until the end of the match or until "put out of their misery" by another player (opponent
or ally) or disconnected, and undoubtedly some will be upset at the notion of not being able to use ejection to be able to change 'Mechs in DropShip mode and similar game types.
So, there is one suggestion from me.
Your thoughts?
Also, have the Devs made any statements on hoe disconnections/dropped connections will be handled? If not, what ideas do we have for the Devs with regard to ensuring that "simply disconnecting" doesn't become a viable or preferred tactic/mechanic?