Ejecting
#1
Posted 03 November 2011 - 11:01 PM
First of all, if the matches go the route of CSS where you cannot respawn after being killed, then it would be interesting to allow an ejected pilot to roam the battlefield to "spectate" the battle. And if he isn't so lucky, maybe a ghost cam or something of the like. Perhaps maybe there can be an XP bonus for ejecting rather than perishing. In the case that a mech is completely disabled and on the ground, but hasn't gone critical, the pilot could climb out and "spectate" as if he had ejected.
Now if the matches include Unreal Tournament-style respawning (which I kind of hope they dont, for the sake of immersion.) XP should definitely be added for pilots who are quick enough to eject before a meltdown land on the ground in one piece, when they would then be offered a chance to respawn or "spectate". If not that, then maybe a penalty for not ejecting in time. Otherwise ejecting would be just a useless feature, much as it was in MW4. (Unless you're one of those people who likes to go kamakazi.)
Which brings me to my next point. It would be a horrible Idea to force a mech's reactor to explode by ejecting if respawning was implemented. People would no doubt abuse the feature and kick the immersion factor straight in the *****. If you ejected just for the hell of it, you just turned your precious war machine into a tactically useless statue.
#2
Posted 04 November 2011 - 02:07 AM
I think the reactor exploding on Battlemechs left right and centre is stupid personally. Yes it does happen, and it should be reflected. But it should also be rare and serious when it does. Forcing pilots to move away from the Battlemech. In MechWarrior 4 it made for some light damage and heat, but was more an annoyance than anything else. And Mechs would go critical left right and centre.
Making it rare, but a lot more powerful makes people want to get away, it changes the dynamic of the battle, which is a lot more interesting. I don't want to see it used as a means to grief matches. The video in 2009 shows the ejecting is going to be part of it. In fact it looks fantastic, and realised in a way never before seen in a MechWarrior game.
#3
Posted 04 November 2011 - 02:15 AM
John Clavell, on 04 November 2011 - 02:07 AM, said:
#4
Posted 04 November 2011 - 04:12 PM
John Clavell, on 04 November 2011 - 02:07 AM, said:
Making it rare, but a lot more powerful makes people want to get away, it changes the dynamic of the battle, which is a lot more interesting. I don't want to see it used as a means to grief matches. The video in 2009 shows the ejecting is going to be part of it. In fact it looks fantastic, and realised in a way never before seen in a MechWarrior game.
That would be awesome seeing 'Mechs scatter!
#5
Posted 04 November 2011 - 04:22 PM
Note that in the video, he ejected because the reactor was about to go boom, anyway. This works fine.
Anyway, ejecting, good. Kamikaze explosions? Bad.
#6
Posted 04 November 2011 - 07:38 PM
#7
Posted 04 November 2011 - 08:02 PM
I'm hoping that we have to actually pay for every mech we pilot unless they're granted to us from whatever faction we're a part of, as such I would think that purposely overloading your reactor and ejecting would not be something that is done often because there's usually no gain associated with such an act unless it's the only option left to you for completing your mission. No real Mechwarrior WANTS to lose a mech, it's like purposely crashing your car...it just doesn't happen without extreme reasons or circumstances.
I agree that meltdowns should be rare and extremely devastating, not just to the mechs nearby but also to the environment. Buildings should collapse, dust clouds should form, nearby mechs should be seriously damaged. When a mech is melting down you should feel the need to get away from it. But this should also not be the norm. Reactor hits should be rare and more often than not they should simply cause a system shutdown, not an overload and meltdown. There's supposed to be salvage in the game, if more than half of what I shoot goes up in a puff of nuclear smoke I'm going to be very disappointed in my salvage at the end of the battle. When that Warhammer in the 2009 video melted down I was silently cheering for the pilot because even though he lost his mech he fought valiantly and that Atlas was probably scrap once the dust settled.
#8
Posted 04 November 2011 - 08:27 PM
#9
Posted 07 November 2011 - 09:18 PM
Of course, the eject sequence may turn out to be automatic, and implemented to give me a nice view of the battlefield when my 'Mech explodes.
#10
Posted 07 November 2011 - 10:25 PM
Eject successfully, and you keep your XP.
Edited by Saurok, 07 November 2011 - 10:26 PM.
#11
Posted 08 November 2011 - 02:32 PM
Wraith-1, on 04 November 2011 - 08:27 PM, said:
Press both buttons.
#12
Posted 08 November 2011 - 03:06 PM
Saurok, on 07 November 2011 - 10:25 PM, said:
Eject successfully, and you keep your XP.
could be interesting. Just keep a switch for auto-eject. Make you decide if disabling it is really the right thing to do.
#13
Posted 08 November 2011 - 03:46 PM
Jack Fortune, on 04 November 2011 - 07:38 PM, said:
I do not recall any instances in the novels where ejecting actually caused the 'Mech to go critical - if they went critical after the ejection, it was either from damage (often the enemy wouldn't realize ejection had occurred, and would continue to shoot i=the 'Mech up), or from the pilot actually setting the self-destruct (which ranged in difficulty from pressing a few buttons to needing to spend time ripping out wires and disabling failsafes). Granted, I have not read all of the novels, but I figure that I would've seen it at some point if it was a canon-supported possible outcome of ejecting. This is mainly because getting your 'Mech completely scrapped was a very bad thing, due to their extreme cost. If you were a merc, odds are you'd be dispossessed for a very long time, if not forever; if you were a house unit, you only had a slightly better chance of getting a replacement in a timely manner. So, setting your 'Mech to self-destruct was a very serious thing to consider.
As far as how I think ejecting should work in this game, I definitely do not think it should cause the reactor to go critical - your 'Mech should just drop after a moment or two, maybe with some smoke coming from the cockpit area. I rather like the idea of getting to keep all of your experience gained if you eject in time, and losing some if you get yourself killed. It rewards smart gameplay without making you start over from level zero if you get killed. To make this feasible for those with slower reflexes, the game should have a relatively broad window to eject in - think of the '09 trailer, when the computer was yelling "EJECT" at the pilot with plenty of time to spare before the 'Mech went boom.
Edited by irishwarrior, 08 November 2011 - 03:49 PM.
#14
Posted 08 November 2011 - 07:08 PM
So instead oof being rewarded more xp for surviving you get jipped less .
#15
Posted 19 November 2011 - 12:41 PM
If a pilot "dies" in battle they should face a penalty of some sort, ranging from having to wait a period of time before your next deployment as you sit around and heal from your grievous wounds, or the pilot should lose a certain amount of skill points as a result of their injuries (just like how an athlete has to re-train after recovering from severe injuries).
Ejecting could prevent these penalties and leave your pilot on the ground with a hand-held radio that allows you to act as a scout (via live voice-chat). You'd be slow, practically unarmed, but alive and still able to radio-in your observations.
I also wonder how a fusion reactor can explode, because when a fusion reactor's magnetic containment field is breached you just get a furious *poof* of plasma venting out the side... and that's it. No boom. The only way you can make a fusion reactor explode is if you somehow make it implode on itself and compress the fussile material into an ultra-dense state... say, like surrounding it with a fission nuclear bomb (BTW, that's how you make a H-bomb).
Edited by Prosperity Park, 19 November 2011 - 12:48 PM.
#16
Posted 19 November 2011 - 05:54 PM
in all the other MW games you simply stayed in until you died, there was no incentive to save your self. in a realistic scenario no one would want to stay in long enough to die!
perhaps if you don't eject and are "killed" during a mission you get no XP for that round? if you eject then you get your full XP
also there could be big point incentives for "killing" a mech. perhaps 2 types of "kills". "true kills" where the mech is toasted and pilot "dies" and "assist/disable kill" where the pilot ditches (everyone who contributed to the units demise with in several seconds gets one of these).
at the end of the round lots of people will have assists/disables, but only a very few will have True Kills
#17
Posted 20 November 2011 - 11:00 AM
match is over for me. Why should you ever go into close combat where the risk to die is much higher?
#18
Posted 20 November 2011 - 01:20 PM
you misunderstand the statement. It is up to the pilot when to ditch a burning mech. if they stay too long, and the CT or head gets totally destroyed the pilot is "killed" in the mech and then he gets no XP. if he ejects before the CT or head gets totally trashed, then he lives and gets what ever XP was earned during the round. simple ya?
#19
Posted 20 November 2011 - 06:45 PM
#20
Posted 20 November 2011 - 06:53 PM
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