

Respawn/eject Button Having Reason
#1
Posted 15 December 2012 - 07:47 PM
what about an eject option?
got this idea from playing battlezone one day.
Have a key binding that allows you to eject from your mech (would need to be done manually. if you blow up before you eject, you're dead).
what would happen is you would shoot up into the sky say 100-200m (really not sure on this). then parachute down. the point here, would be to run back to your base without being squished/shot/blownup/maimed/killed by other mechs/crossfire. Once you make it back to your base, you would have the option of launching in a different mech from your hanger for a substantial c-bill fee, or wait for the round to end.
I know that there may be some concern about farmers, but in reality, there would be no benifit to them by ejecting as they would only have the choice of staying in base, or paying more c-bills to launch in a second mech and making repair bills even higher.
#2
Posted 15 December 2012 - 08:07 PM
#3
Posted 15 December 2012 - 08:40 PM
Hotthedd, on 15 December 2012 - 08:07 PM, said:
i wouldn't see it as being for the twitchies, as:
A. it's going to cost you a good deal of c-bills just to relaunch another mech (not to mention doubling your repair bill if that one gets blown up too).
B. you need to make it back ALIVE as well. Not to mention that running speed would be about 13 kph, there would be a point that it's better to not even bother trying to relaunch
#4
Posted 15 December 2012 - 08:44 PM
skarrd, on 15 December 2012 - 08:40 PM, said:
A. it's going to cost you a good deal of c-bills just to relaunch another mech (not to mention doubling your repair bill if that one gets blown up too).
B. you need to make it back ALIVE as well. Not to mention that running speed would be about 13 kph, there would be a point that it's better to not even bother trying to relaunch
Respawn is twitchy. No other way to say it. It caters to the "Rush in guns blazing 'till you die, rinse, repeat" crowd.
There are OTHER games that cater to this crowd.
If it were done STRICTLY as a "training ground" mode, with no XP, and no C-bill rewards, I could live with it.
#5
Posted 15 December 2012 - 08:54 PM
Hotthedd, on 15 December 2012 - 08:44 PM, said:
Respawn is twitchy. No other way to say it. It caters to the "Rush in guns blazing 'till you die, rinse, repeat" crowd.
There are OTHER games that cater to this crowd.
If it were done STRICTLY as a "training ground" mode, with no XP, and no C-bill rewards, I could live with it.
as opposed to what it is now?
if you die, just disconnect, switch mechs, relaunch.
this method, it's only fast paced if you died within 90m. running at 13kph, it's gonna take you 24 seconds to cover that ground. crank it up to 800-1200m, and your looking at around 5 minutes of just running to get back to base.
seems to me that since hawken went OB. everyone has been "topic about respawn?? **** AND GO PLAY HAWKEN!!11" even if a proposal means requiring an attention span just to respawn.
#6
Posted 15 December 2012 - 08:56 PM
#7
Posted 15 December 2012 - 09:00 PM
skarrd, on 15 December 2012 - 08:54 PM, said:
if you die, just disconnect, switch mechs, relaunch.
this method, it's only fast paced if you died within 90m. running at 13kph, it's gonna take you 24 seconds to cover that ground. crank it up to 800-1200m, and your looking at around 5 minutes of just running to get back to base.
seems to me that since hawken went OB. everyone has been "topic about respawn?? **** AND GO PLAY HAWKEN!!11" even if a proposal means requiring an attention span just to respawn.
I do not disconnect when I die, I watch to see if my team wins, and learn a little about piloting other mechs in spectator mode. I have learned a lot from spectator mode.
Like I said, if all someone wants is a FPS that they can just shoot until they die, then respawn and do it again, then Hawken just might be the game for them.
#8
Posted 15 December 2012 - 09:05 PM
Also Hawken might be something to try if you want respawns. It has much less performance issues than MWO. The weapons and "mechs" feel somewhat flimsy though.
The repair system works pretty well, need to hide to repair, and you can be caught dead by smart pilots.
Edited by Stingz, 15 December 2012 - 09:11 PM.
#9
Posted 16 December 2012 - 09:23 AM
#10
Posted 16 December 2012 - 11:42 AM
Edited by Metafox, 16 December 2012 - 11:42 AM.
#11
Posted 16 December 2012 - 12:46 PM
I could see an ejecting situation of "Great. I got no weapons left, but I can run for my life." At that point, I'd rather eject to keep repair costs down. Or, "I'm the only mech left and I'm fighting a full group of 8 other mechs all grouped together... EJECT!" It'd be good to keep repair costs down on mechs when you know you are toast anyway.
However, I could see it being abused as well. Maybe if you couldn't eject unless your computer has regestered critical damage to your mech. Otherwise, it's disabled. That way, once you hit critical damage (has helped the team a little), you can eject if you need to.
Just my 2 c-bills worth on the subject. (Once you eject, you don't get to walk around. You would go to normal spectator view.)
#12
Posted 16 December 2012 - 12:55 PM
Tesunie, on 16 December 2012 - 12:46 PM, said:
I could see an ejecting situation of "Great. I got no weapons left, but I can run for my life." At that point, I'd rather eject to keep repair costs down. Or, "I'm the only mech left and I'm fighting a full group of 8 other mechs all grouped together... EJECT!" It'd be good to keep repair costs down on mechs when you know you are toast anyway.
However, I could see it being abused as well. Maybe if you couldn't eject unless your computer has regestered critical damage to your mech. Otherwise, it's disabled. That way, once you hit critical damage (has helped the team a little), you can eject if you need to.
Just my 2 c-bills worth on the subject. (Once you eject, you don't get to walk around. You would go to normal spectator view.)
actually. i like this.
i think every MW game since MW2 had some form of eject. it would be a good idea to only allow it once the critical damage warrning goes off, or have an "EJECT!" warning flash indicating that eject is now a viable option. (could also incorporate that enough damage to the head could render the eject option useless)
#13
Posted 16 December 2012 - 01:52 PM
It's not a respawn as such; it's what actually happens in war. Pilots find their way back to the base, get in a new plane and go back into action.
#14
Posted 17 December 2012 - 09:50 AM
I say ejecting: yes
Running back to base: no
#15
Posted 17 December 2012 - 10:50 AM
Not to mention the engine is optimized for 'mech height gameplay. Lowering the POV to human scale would likely require an engine overhaul.
#16
Posted 17 December 2012 - 10:54 AM
Oppresor, on 16 December 2012 - 01:52 PM, said:
It's not a respawn as such; it's what actually happens in war. Pilots find their way back to the base, get in a new plane and go back into action.
Not within 15 minutes, they don't.
#17
Posted 17 December 2012 - 11:53 AM
I think that the launch should be made to eject upwards to about 2000m but has a slow decent. I think a good rate would be about 60 meters per second making the total decent time about 30 seconds. This would give the player time to maneuver closer to their base while adding time for enemy Mechs time to shoot down the ejected pilot!
Machine guns would have a new purpose and the damage required to shoot down a pilot would be little. A hit on the pilot themselves could cause a kill or you can shoot out the parachute which would be a kill by sudden impact when they met the ground. To avoid this from being too brutal or graphic, the player can just disappear when a killing blow was decided rather then have them fall to the ground... On the other hand, to be more graphic, have the player play out the fall and if they land on a mech they can deal a little damage.
The benefit? To save money on repair bills or gain more money for escaping alive or more EXP or just a bonus to GXP. The ability to just into another mech, save that for another game play mode rather then Death Match. There can still be the option to eject in all modes but only allows you to re-enter another mech in certain modes.
#18
Posted 17 December 2012 - 12:59 PM
focuspark, on 17 December 2012 - 10:50 AM, said:
Exactly this.
I like the idea of having an option to eject (instead of going down with your mech), but I don't think adding a human scale POV on the battlefield will work. The maps are not designed for that.
Now, this is just off the top of my head...but I think the choice between ejecting or not should be the choice of playing it safe at the expense of losing your mech (ejecting) or risking your life to keep your mech (not ejecting).
That is, if you eject you live and therefore keep your K/DR intact, but your repair bill is much higher. If you risk it and stay in your mech, you run the risk of dying but your repair bill will be a little lower. Seems like this would be a good balance between the two options (especially once K/DR becomes more of a factor in community warfare).
#19
Posted 17 December 2012 - 02:02 PM
focuspark, on 17 December 2012 - 10:50 AM, said:
Not to mention the engine is optimized for 'mech height gameplay. Lowering the POV to human scale would likely require an engine overhaul.
Hotthedd, on 17 December 2012 - 10:54 AM, said:
Not within 15 minutes, they don't.
I think this is the point that many MechWarriors are trying to get over, 15 mins is too short. The mission time needs to be a lot longer to incorporate new ideas; however this could also be dependant on bigger maps.
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