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Would You Play Team Deathmatch With Retreat Option?


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Poll: Team Deathmatch with retreat option (65 member(s) have cast votes)

Would you play this gamemode?

  1. I would play this. (22 votes [33.85%])

    Percentage of vote: 33.85%

  2. I would not play this. (28 votes [43.08%])

    Percentage of vote: 43.08%

  3. I don't know, I would give it a try. (15 votes [23.08%])

    Percentage of vote: 23.08%

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#21 Oy of MidWorld

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Posted 13 February 2013 - 01:46 PM

View PostHawkwings, on 13 February 2013 - 01:17 PM, said:

We already have TDM, it's called Conquest.

And you still haven't addressed how powering down for 15 mins is going to work. If my team is all dead and I'm powered down somewhere, obviously I haven't lost and haven't retreated. So then what?


Then you are a griefer and should be punished for griefing. Conquest is no team deathmatch, it's a bad joke.

#22 Lukoi Banacek

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Posted 13 February 2013 - 01:53 PM

View PostOy of MidWorld, on 13 February 2013 - 12:49 PM, said:


A party that realizes it will lose, will try to retreat.



Party that's realizing it's about to lose will run away (different than a fighting retreat). What you're envisioning and describing is not how it would happen.

If there's a match going and someone decides to bail...why would anyone fight a tactical rearguard action for that person? You're describing this great tactical retrograde where the fasties skirmish to cover the slower movers or perhaps an Atlas makes a heroic last stand to defend the rest of the remaining team etc...which is a great idea, sounds fun...but the game mode as you describe it doesn't lend itself to either of those courses of action at all.

More like the scene in Walking Dead where Shane shoots (aka legs) teh fat guy in the leg so the zombies stop to eat him, allowing Shane to run away....THAT's more likely to happen in a retreat from a TDM match as you describe above. There's no incentive to help others get away is my point, so what you envision will happen, will likely never occur.

#23 jay35

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Posted 13 February 2013 - 01:58 PM

View PostHawkwings, on 13 February 2013 - 01:17 PM, said:

We already have TDM, it's called Conquest.

And you still haven't addressed how powering down for 15 mins is going to work. If my team is all dead and I'm powered down somewhere, obviously I haven't lost and haven't retreated. So then what?

You appear to be confused. TDM stands for Team Deathmatch. It has only one objective: Destroy the other team before they destroy you. Conquest involves 5 capture points.

#24 Inveramsay

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Posted 13 February 2013 - 02:00 PM

so what is the incentive for retreating? Not messing your KDR up?

#25 Pihb

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Posted 13 February 2013 - 02:02 PM

The point of retreat is to save your life. Since this is a video game whats the point?

#26 Oy of MidWorld

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Posted 13 February 2013 - 02:05 PM

View PostPihb, on 13 February 2013 - 02:02 PM, said:

The point of retreat is to save your life. Since this is a video game whats the point?


Different people have different views. MechWarrior is based on a roleplaying/tabletop game. Some of us like this. There should be a bonus for saving many of your teams lives.

Edited by Oy of MidWorld, 13 February 2013 - 02:07 PM.


#27 Lukoi Banacek

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Posted 13 February 2013 - 02:06 PM

View PostOy of MidWorld, on 13 February 2013 - 02:05 PM, said:


Different people have different views.

View PostOy of MidWorld, on 13 February 2013 - 02:05 PM, said:


Different people have different views.


The vast majority are going to retreat to save their precious KDR's....so again, what's the incentive to protect others while they retreat? Given your current suggestion, there is zero.

#28 Oy of MidWorld

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Posted 13 February 2013 - 02:16 PM

View PostLukoi, on 13 February 2013 - 02:06 PM, said:


The vast majority are going to retreat to save their precious KDR's....so again, what's the incentive to protect others while they retreat? Given your current suggestion, there is zero.


Uh, getting to shoot light mechs that are advancing too far away from their slower teammates?

I understand that you don't like the idea. For incentives, i've given you multiple, don't want to keep repeating myself. I protect my teammates, and they protect me. It's the way we play. No one cares about KDR. We usually win.

#29 Andrew Waltfeld

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Posted 13 February 2013 - 02:51 PM

View PostOy of MidWorld, on 13 February 2013 - 12:30 PM, said:


That being said, the griefer spider would in this case probably be part of one of two regiments battling over a planet in Community Warfare, so it wouldn't want to damage it's regiments reputation.



Squawk?

Really even in CW griefing in this mode would be literally everywhere.

#30 Oy of MidWorld

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Posted 13 February 2013 - 02:54 PM

View PostAndrew Waltfeld, on 13 February 2013 - 02:51 PM, said:


Squawk?

Really even in CW griefing in this mode would be literally everywhere.


Yeah, the squawk part... I tend to ignore these people. But i know the're out there.

#31 Splinters

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Posted 13 February 2013 - 03:01 PM

Honestly a 1v1 mode would be more than enough to keep everyone happy for a long while. Guilds/Clans/Houses can then drop against one-another to try out builds and other more mundane activities without affecting the overall Deathmatches that most players are looking for.

In some ways a deathmatch mode may be the answer, but the retreat option doesn't really offer any benefit as many have mentioned, so I would just skip on the mode if offered.

-S

#32 Commander Kobold

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Posted 13 February 2013 - 03:01 PM

View PostHawkwings, on 13 February 2013 - 01:17 PM, said:

We already have TDM, it's called Conquest.

And you still haven't addressed how powering down for 15 mins is going to work. If my team is all dead and I'm powered down somewhere, obviously I haven't lost and haven't retreated. So then what?


Then the devs could make beagle detect shut down mechs like it's supposed to.

#33 Lukoi Banacek

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Posted 13 February 2013 - 03:03 PM

View PostOy of MidWorld, on 13 February 2013 - 02:16 PM, said:


Uh, getting to shoot light mechs that are advancing too far away from their slower teammates?

I understand that you don't like the idea. For incentives, i've given you multiple, don't want to keep repeating myself. I protect my teammates, and they protect me. It's the way we play. No one cares about KDR. We usually win.


Hey, I'm all for new modes and this one even has promise, but you've given no real incentives for people to do what you're describing. While you and your close knit crew might not care about KDR, clearly as evidenced by ingame behavior MANY people do.

And for PUGs, there's zero incentive here. I'm just saying, if you think this through, based on current behavior of the vast majority of the player base, I don't think you're going to get what you think you're going to get if a mode like this were implemented.

I'd be all for a new mode, but the retreat option as you describe it in this mode won't work as you think it will.

#34 Commander Kobold

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Posted 13 February 2013 - 03:03 PM

View PostInveramsay, on 13 February 2013 - 02:00 PM, said:

so what is the incentive for retreating? Not messing your KDR up?


perhaps a small (5k Cbillc) bonus for not being killed?

#35 Lukoi Banacek

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Posted 13 February 2013 - 03:18 PM

Cash for running only helps you and doesn't give you an incentive to protect others via rearguard....need a different carrot that influences collaborative play.

#36 Oy of MidWorld

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Posted 13 February 2013 - 03:27 PM

View PostLukoi, on 13 February 2013 - 03:18 PM, said:

Cash for running only helps you and doesn't give you an incentive to protect others via rearguard....need a different carrot that influences collaborative play.

Like i said, not so sure about this myself. It's rather a crude idea that i had which would have to be refined. I was thinking about the problems a real team deathmatch would bring, which is mostly that last shutdown mech somewhere on the map.

So i came up with the whole retreat idea. Nobody would have to wait it out in a cave or some such. The idea of having rearguard tactics come naturally just occured to me, maybe it's just a bonus that might happen sometimes. Of course people would abuse the system to grief others. As they would any system.

Edited by Oy of MidWorld, 13 February 2013 - 03:34 PM.


#37 Typhon27

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Posted 13 February 2013 - 05:33 PM

I'll be honest, there have been many times I wished this option was available when I realized I was the last one left on my team. I would like the challenge of trying to get to a certain point to make my escape and the enemy trying to cut me off. It would give the survivor something to fight for instead of what would be an otherwise inevitable and needless fate. I would suggest this option be only available when it is 1 vs 6+.

It even makes sense in a way. The lone survivor retreats to report back to HQ the enemy has broken through at xyz with an enemy force comprised of so and so. Maybe this could be an option in community warfare.

#38 Eddrick

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Posted 13 February 2013 - 07:54 PM

The purpose of a retreat is to cut your losses.

When Repair cost was in play. Retreats had a real purpose. To minimize the cost of the lose. If losing has no penalty. Then there is no reason to retreat.

If there was some kind of "Hardcore mode" where losing was very costly. Then retreating would be a good idea.

If an eject option becomes available. I would like to see a option for the "Hardcore" players. Where, if your Mech gets destroyed with you still inside it. You have to start all over again. Simlar to what happens if that happens in the X-Box game SteelBatallion. If the pilot dies. The game save is erased to simulate the death of the pilot. I don't think you can get much more hardcore then risking everything.





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