Why Cant This Game Have Respawns?
#121
Posted 25 January 2013 - 08:44 AM
#123
Posted 25 January 2013 - 08:46 AM
I would be ok if that didn't happen though. I can see people complaining that they only want to bring 4 assaults or that they only want to bring 4 lights. I don't necessarily mind because I drive everything from commando to atlas, but I could see the argument coming up. Another issue is that I feel it would still lose a little immersion. But I would trade the immersion for 4 drops/person because then we get to trash 64 mechs/game instead of 16 and even though the games take longer I think the rewards would be in line for the time spend since you're still getting rewards for ripping off componants or destorying mechs. Maybe have a conquest mode that goes to 3000 points and lasts 30-45 minutes.
Just a thought,
Kurshuk
#124
Posted 25 January 2013 - 08:51 AM
edit :
i see that ppl think we are totally against respawn...we are against the unlimited respawn mode.
Edited by smokefield, 25 January 2013 - 08:53 AM.
#125
Posted 25 January 2013 - 08:54 AM
But there is a thing that i keep thinking of:
I like to make those Mechs fight but i think any Mechwarriors game should have smaller vehicles like artillery or tank compagnies just to remember that those steelth titans are really some kind of ultimate weapon, especially vs regular armies that don't include mechs
.
So i was wondering if MWO could have some kind of a DOTA mod, with tanks for spawns and Mechs as heroes?
I just love the idea of Mechs tearing each other appart in the middle of a large scale battle including tanks and defensive structures.
What do you think of that? (even if I'm probably not the first guy who talk about that)
(PS: sorry if my english is not fully understandable)
#126
Posted 25 January 2013 - 08:55 AM
Your tactical decision-making is less important if your manpower pool has a regeneration quality. It affects a very basic way a player thinks about the game that changes a lot of other things about the gameplay. I do not want to play this game with a fundamental difference like that. Dropship is more interesting because you still have to plan what you bring. It's not a simple respawn, it's a limited pool of kit you had to bring to the battle beforehand intentionally. You plan for the long haul and hope you don't NEED to burn through everything on the ship. Pack 4 joke Commandos and suffer the consequences, that kind of thing. Dropship also adds a thin-yet-enjoyable coat of immersion paint.
BLAMAAAAAPEWPEWPEWPEWPEWPEWPEWBOOOMBUDDABUDDABUDAAABLAMBLAMx______X. <-- Planetside 2
Respawn is fun in PS2 because life IS so cheap, it's the visceral thrill of being in large-scale infantry and fast vehicle combat with no regard for the massive amounts of personal casualties you cause or take, like all the best action scenes in a war movie almost all the time, while even the respawning of people and vehicles is powered ingame by handwavium instead of just happening because I R GAME I DO GAME THINGS. It's fun there but it's not a good addition to MWO. It changes too much about the current game here that makes it good.
#127
Posted 25 January 2013 - 08:55 AM
smokefield, on 25 January 2013 - 08:51 AM, said:
edit :
i see that ppl think we are totally against respawn...we are against the unlimited respawn mode.
that I can agree with. The dropship mode thing Im actually looking forward to
#128
Posted 25 January 2013 - 08:56 AM
smokefield, on 25 January 2013 - 08:51 AM, said:
edit :
i see that ppl think we are totally against respawn...we are against the unlimited respawn mode.
And you think a sore loser and someone who wants a respawn mode are the same person because...........?
#129
Posted 25 January 2013 - 08:57 AM
Tarman, on 25 January 2013 - 08:55 AM, said:
theres a dropship in orbit. it drops your next mech into combat. you ejected from your last one, your pod flies to where the new mech drops. No handwavium required. Especially in a game where you cant get killed when your cockpit (and escape pot) get destroyed
#130
Posted 25 January 2013 - 09:00 AM
Mechwarrior Buddah, on 25 January 2013 - 08:57 AM, said:
theres a dropship in orbit. it drops your next mech into combat. you ejected from your last one, your pod flies to where the new mech drops. No handwavium required. Especially in a game where you cant get killed when your cockpit (and escape pot) get destroyed
Four of them, sure; that's a lot in universe and per-match but not insane. An entire planetary system's worth till the match ends is too much though, it's not a hammerspace cargo ship or an autofactory.
#131
Posted 25 January 2013 - 09:00 AM
Mechwarrior Buddah, on 25 January 2013 - 08:57 AM, said:
theres a dropship in orbit. it drops your next mech into combat. you ejected from your last one, your pod flies to where the new mech drops. No handwavium required. Especially in a game where you cant get killed when your cockpit (and escape pot) get destroyed
Indeed, if you're going to take refuge in realism. I'd ask how the pilot and his mech are reconstituted in the ether and deposited back into the mechlab after every match? Where are all these Atlases coming from? They're supposed to be bloody rare.
#132
Posted 25 January 2013 - 09:00 AM
#133
Posted 25 January 2013 - 09:02 AM
#134
Posted 25 January 2013 - 09:03 AM
Thirdstar, on 25 January 2013 - 08:45 AM, said:
NOOOOOOOOOO!!! Respawn touched me inappropriately.
Everyone who plays respawns is a poopy head, no skill moron who want to ruin my game experience and eat my dog.
Although I chuckled at the sarcasm, as much complaining as I read in the forum about being handed to, can you imagine the out cry of not just being killed once but 3-4 times by the same opponents thanks to respawn.
#135
Posted 25 January 2013 - 09:04 AM
smokefield, on 25 January 2013 - 09:00 AM, said:
I'm sorry I have no idea what you're saying. Respawn kill? Do you mean Telefragging? What does that have to do with MWO? Maybe you meant spawn camping?
Joseph Mallan, on 25 January 2013 - 09:03 AM, said:
There's no such thing as a gaming forum that doesn't complain and I've been on scores. if there is, I haven't seen it yet.
Edited by Thirdstar, 25 January 2013 - 09:05 AM.
#136
Posted 25 January 2013 - 09:04 AM
Thirdstar, on 25 January 2013 - 09:00 AM, said:
Indeed, if you're going to take refuge in realism. I'd ask how the pilot and his mech are reconstituted in the ether and deposited back into the mechlab after every match? Where are all these Atlases coming from? They're supposed to be bloody rare.
Rebuilding the one I got shot up on the battlefield?
#138
Posted 25 January 2013 - 09:07 AM
Thirdstar, on 25 January 2013 - 09:04 AM, said:
Oh I agree the crying is legendary. I have shook my head as I watched it grow over the last decade.
Thirdstar, on 25 January 2013 - 09:06 AM, said:
Who's doing the rebuilding? You're dead.
The techs obviously! I'm just a pilot I don't do the repairs also!
Edited by Joseph Mallan, 25 January 2013 - 09:08 AM.
#139
Posted 25 January 2013 - 09:09 AM
It isn't about making the game easier or harder, it's about the intended experience that the game is supposed to convey. That isn't one that respawns would support under the current conditions, and the effort required to bring them in is better spent working on the backlog of features and content they need to create a cohesive product.
#140
Posted 25 January 2013 - 09:10 AM
Adding in respawns changes that in a very fundamental game, and a lot of the draw. It certainly does draw those in who aren't satisfied with that system and enjoy a more loose risk/reward scheme and less permanent consequences, but that isn't what this genre has ever been about. Dropships and larger battles do fit the genre well, and are already very well explained and accepted, so that compromise I'm failry certain will be eventually adapted to the game itself. But even in that instance, there is a risk of running out of mechs, dying off, and being sidelined. You still have to weigh the risks of tagging a heavy lance vs the reward of holding a lock for your missle boats long enough to get a volley off before running away. But the risk is permanent, you go down, you don't come back. You get spotted by that lance and eat a few PPC's and Lasers to the face, you come back in your own assault, but the entire dynamic of the match has changed. You can't turtle a point with infinate respawns until an arbitrary timer is achieved. That doesn't fit this genre or this game, and that's why a pure respawn match shouldn't be adapted for this game. That is also why you see people saying things like "go play those games" because quite frankly, that's not what this game has ever been about. Every decision comes with an inherent risk, and permanent death is a major part of it. Removing that removes a fundamental part of this game and why the fans that have stuck with it for so many years.
It doesn't encompass a huge volume of people, but I'm pretty sure the creators of this endeavor knew that. It never has. The fans it has retained are fanatical, however. Adapting a mode that doesn't really fit the genre will alienate a great deal of fanatical fans and will create a FOTM FPS that won't last to the end of the clan wars, all to appease the fewer that would come in and leave as the next FOTM is launched. It's just not good for the longevity of the game.
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