Respawn Game Mode
#21
Posted 04 January 2013 - 01:03 PM
#22
Posted 04 January 2013 - 02:00 PM
XenonCx, on 04 January 2013 - 01:03 PM, said:
And I'd be all for that, as well as any other form of "simulator" match that alters some rules or whatever. Just ensure that any progression occurs only in the game modes that have "realistic" rulesets.
#23
Posted 04 January 2013 - 02:12 PM
Same kind of skill required.
#24
Posted 04 January 2013 - 11:59 PM
Fut, on 04 January 2013 - 10:35 AM, said:
This has got to be the best response possible. What really makes this game great, for myself and I'm sure most people here, is the fact that it is MECHWARRIOR. It's not just some giant robot game, it's Mechwarrior... Let's keep it that way.
Slight tangent here, but worth noting as much as possible; can we please have Repair & Rearm costs back???
I'd like to have them back too. I'm hoping this no R&R thing would be temporary. For me the implementation I liked was the one where they repair everything back to 25% only then the rest is up to you. The issue back then was the rewards at the time would make you either very rich (1M cbills per win and minimal R&R if you were good) or very poor (500 cbills for a loss, which would be eaten all up by R&R if you got killed).
I can see the difficulties in balancing that aspect out, and I can see it can be daunting to the new players. I'm still hoping they can make that work but it seems like they've already went a different direction. <tries to think of something for the suggestions forum...>
#25
Posted 05 January 2013 - 08:30 AM
Suspect, on 31 December 2012 - 11:24 AM, said:
exactly, great response. The more options the better. I'm not concerned about splitting players...even if being conservative and using a modest 3000 active players just to make a point, there would still be plenty of people to shoot at
Edited by Coolant, 05 January 2013 - 08:31 AM.
#26
Posted 07 January 2013 - 09:38 AM
Coolant, on 05 January 2013 - 08:30 AM, said:
exactly, great response. The more options the better. I'm not concerned about splitting players...even if being conservative and using a modest 3000 active players just to make a point, there would still be plenty of people to shoot at
I hope you are right, but I think you are wrong.
#27
Posted 08 January 2013 - 05:45 AM
#28
Posted 08 January 2013 - 05:58 AM
#29
Posted 08 January 2013 - 06:15 AM
DokterBeefcake, on 08 January 2013 - 05:45 AM, said:
Wait.... this game isn't co-op? Darn, and here I thought that trying to communicate with my team regarding strategy was a good idea. Now to charge the caldera!
#30
Posted 08 January 2013 - 06:43 AM
Although honestly I just see them sticking with the dropship mutator limited respawn for now but best part of F2P is you never know what the future will hold and what they might add to the game later down the line.
I think I did hear somewhere down the rumour mill that "practice" games will be available for units and suchlike to play on training servers of our own, although I think this is currently hear'say.
#31
Posted 08 January 2013 - 06:56 AM
Grey Black, on 08 January 2013 - 06:15 AM, said:
http://en.wikipedia....rative_gameplay
#32
Posted 08 January 2013 - 07:19 AM
As for Respawns? Wait for the Drop-ship Mutator to be added... last thing I read was that it should be an add-on to any game-mode available and allow Players to Queue 4 Mechs for Battle... when the 1st one is destroyed, move to the next one until the game is over or you've used all 4 of your Mechs...
#33
Posted 08 January 2013 - 12:51 PM
Dropship Mode will let each player select 2 or 3 or 4 of their mechs from their mech bay, and if you die the next mech in your bay will be selected and get dropped into battle, and you'll get to play as that.
Limited respawn and forced variety like that >>>> CoD respawns
#34
Posted 27 March 2013 - 02:42 PM
the second Lance now also has to fight outnumbered and will likely loose too.
Respawn could be a way to get the sides to Split up wich is espacially interesting in modes like conquest.
Because as it is, there isn't much difference between the modes. Most matches are just one team taking the other out in an 8v8.
It also won't lose the simulation feeling, for example, Il-2 had respawns, but they were limited by available planes and pilots(set by the server). Aces High 2 has what could be one of the most realisticly feeling gamemodes at the moment, but still has respawns. Because it generates in game situation that can suprise you, getting confronted by an enemy force you didn't expect to be there (even though all enemies are players).
Except for Co-op Missions most Simulators are played with respawn.
Because on a 32player server simulating an entire war with only 16 Enemy units is kinda silly. To make you feel like a Mechwarrior in an actual war, the Maps need to be bigger, we need more strategical options and a bigger enemy force (wich can be achieved by respawns, maybe you can take 4 mechs into battle and when one gets destroyed you have a cooldown on this particular mech).
I forgot something, if you really want it to feel lika a Simulator make the spawnpoints that you have to move 5-30 (depending on mech size) minutes to even get to the enemy.
In games like Il-2 there is no need for a no respawn rule to get CoD players of the game, if you fly 10 minutes to get to the enemy just so you get shot down 20 seconds later, that keeps them away and the punishment to have to walk 10 minutes again will stop it from being a simple deathmatch. This would work with MW:O.
Edited by KillerKirby, 27 March 2013 - 02:48 PM.
3 user(s) are reading this topic
0 members, 3 guests, 0 anonymous users