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Lt. Commander
Join Date: Dec 2007
Posts: 120
This is likely to be a very unpopular Idea for people who feed for SP/Medals, that being sad please dont turn this into one of the many already raging 'debates' (I use the term loosely) going on in the forums over nerfs and OP etc...

The idea is simple; the more you die, the longer Respawn time you should incur(sp?), currently the respawn time is 10 seconds, regardless of whether it is your first death or 11th. I believe if this were to change it would make games more tactical and discourage Zerging. The example below is just that with numbers plucked from the air, nothing set in stone. The idea is simple in premis and shouldnt be too hard to impliment, though the times no doubt would need refinement.

Example:

1st death - 10 seconds till respawn.

2nd - 15 seconds

3rd - 25 seconds

4th - 40 seconds

5th - 1 minute (flat rate here on after)

This would also mean we (as Klingons) wouldnt be able to 'bully' targets by picking on them (often happens at T2 - we target the escorts).

This thread isnt intended for name calling, OP accusations or cries for nerfs - please dont turn it into such - simply discuss the merits or flaws in this idea, and maybe help refine it some.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-02-2010, 08:26 AM
It would discourage players who are deathrushing too.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-02-2010, 08:30 AM
Agreed

Make death an actual issue for players in PVP, reward those who get involved, and hinder those that are just in a PVP match to cause trouble.

I think you should take it step further and not only the number of deaths but the overall player's involvement. If you are in a heated battle and die a few times but are dealing damage, getting kills, healing the penelty for death shouldn't be as high as the suicide kids playing PVP on both sides.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-02-2010, 08:45 AM
I honesty the proposal punishes the Fed players more than Klingons. The feds end up undermanned for longer periods of time . Klingons would cloak and wait for the player to respawn and attack . Not knowing where the player will respawn leave the Fed more vulnerable to attack once he spawns. Honestly to many problems with it to implement , as the maps are currently arranged . It changes nothing with the Bullying . The weakest target is always the first whether it's a cruiser or a sci or escort.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-02-2010, 08:52 AM
Quote:
Originally Posted by Vuk View Post
I honesty the proposal punishes the Fed players more than Klingons. The feds end up undermanned for longer periods of time . Klingons would cloak and wait for the player to respawn and attack . Not knowing where the player will respawn leave the Fed more vulnerable to attack once he spawns. Honestly to many problems with it to implement , as the maps are currently arranged . It changes nothing with the Bullying . The weakest target is always the first whether it's a cruiser or a sci or escort.
In response to that you are right the current death match maps don't really offer a safe gather location for the FED or KDF like you find in capture and hold. The issue of course is no death match time limits so a safe area presents the issue of an endless game and with a time limit a safe area presents the endless tie senario.

Death in PVP should have some penelty but only if you are not an involved player in the match. You will not see the KDF waiting for the suicide kiddies to respawn.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-02-2010, 09:06 AM
Quote:
Originally Posted by Ragnek View Post
This would also mean we (as Klingons) wouldnt be able to 'bully' targets by picking on them (often happens at T2 - we target the escorts).
Why not?? We kill the escort - and his respawn timer increases... not ours. His gameplay which was 'pretty bad' becomes 'terrible'? How is that a solution?

--

The reasons I disagree:
- you are further penalising a side that has already lost a player for 10 seconds + travel time + full impulse recovery (and lost a point in the case of tdm).
- a 1 minute respawn timer doesn't exactly make for thrilling gameplay for new players.
- it makes playing on the losing team even more painful. (much like the idiotic 40 kill count in ground-pvp).
- it makes being a Fed escort (or any ship not built for defense) much less valuable - the more you kill them, the less they contribute.
- it makes full battles less likely if people are worried about a 60 second respawn timer.

The current problem can be resolved without resorting to this type of thing - scale PvP rewards by 'duration of match'. If the match is over in 2 minutes, it's worth less than a 10 minute map. (this is what should have happened in ground-pvp rather than the 40 kill counter)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-02-2010, 10:02 AM
Yeah, I can't support this idea for the current deathmatch scenarios.


On open PvP maps, like those "warzone" areas, I would absolutely support this solution. In beta there was a system called Ohta or something like that where you could beam down into an open PvP style ground war. THAT map needed a death penalty badly and if they ever re-implement it I hope they do something like this.


But for deathmatches, especially space deathmatches, I wouldn't support it for the reasons people above have listed.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-02-2010, 11:35 AM
I've always thought be best idea would not be a respawn timer but have the ship/person respawn with all systems offline and no health/shields/hull. It would then be up to the individual if they should immediately get back into the fight or repair/heal first.
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