Bhruic said:
Going to address the points raised by Beppo.
Bhruic, I guess you have not understood what my points were ... I will try to explain by using your quotes.
Bhruic said:
1) "Big advantage for unbalanced teams". How is this different than the current situation? Ratio wise, there isn't one. If you have 1 life, the ratio may be 5:4. If you have 5 lives, the ratio is 25:20. Same thing, it doesn't make the advantage any greater or lesser.
You actually have not got my point it seems but you get to this a bit further down again. But if you want to compare ratios... 5:4 means 1 live more for team A. 25:20 means 5 lives more for team A. That definetly is NOT the same.
Bhruic said:
2) "Disadvantage for unskilled/new player". Again, this doesn't change. The player isn't going to magically get skillful or know the map well just because they have more lives. The unskilled/new players are the ones you find out of the match first while the rest of the team is on their 1st/2nd life. They haven't contributed any more simply by having more lives.
An unskilled player will have 'time' to learn the map if he can reinforce. He can try to avoid the unknown map part with his next life or can try to follow another group of skilled players. It DOES change how the game plays and the unskilled player will get more chances to learn the map and to actually contribute to the match. With zero reinforcements he will get killed one time and from that time on he cannot even try to contribute something. Reinforcements give him a chance to develop during the match.
Bhruic said:
3) "Higher skill level automatically wins". This is, in general, true of the situation as it stands with respawns. I'm not sure exactly what you are suggesting with your math here, but the ratio system remains the same. If it takes 2 newbies to kill 1 vet, it doesn't matter if both have 1 life or both have 100. The ratio of kill:death remains the same, and therefore the newbies are no more or less helpful for having extra lives.
And again... ratio is not the same thing. And you missed that this is taken in combination with ie. the wave respawns of course. One man more out of the way - no matter how much lives it has cost to archive this - means one man less between my team and my goal ie the CD. The more 'tries' I get to archive this the better it is for the gameplay. Else I will only get one try and if this does not work out then my team lost the round. Again, the more tries I have the more times I can learn from how the higher skilled guy actually performes. I can find out 'how he works' and where his weak points are. From one try within each map I can learn nothing at all and so I cannot get really better over the time. This leads toanother point... reinforcements can lead to a faster learning curve of course... closing the gap between experienced and newbie players way faster than with zero reinforcements.
Sometimes it feels as if the skilled players onyl want to stay up there alone and are not willing to give lower skilled players even a chance to get up on the same level. This only leads to frustration and to a handful of 'god-likes' that are only a group of folks that know how the map flows and so are most times lucky on the first kill. Without giving the opponent another chance to kill me the game play will go down to a first see, first kill, match won state... nothing that is fun anymore.
Bhruic said:
4) "No second chance". You say that like it's a bad thing. Frankly, I find the whole "Oh, I spotted where the guy is hiding so I'll go get him this life" policy to be absurd. A secondary wave of attackers isn't going to magically know where the first wave got shot down. Providing a second chance to get that guy who got you the first spawn is, imo, a bad thing.
Not quite correct. The second wave of reinforcements probably had radio contact with the forces before and knows where the guys were running around. 'Survivers' of the first wave can also give you valuable information about where the enemy is hiding.
In addition the 'policy' of "I stay here at the same spot and kill one after the other" is very unrealistic and way off too. If you have a good position then it is more than likely that you change this position to avoid being killed by someone who was able to notice where the firing came from. This is normally not only the guy that you killed... others can have seen you too. Do you know if the guy you just killed has not send out a radio message before telling everyone your exact position? Well you only know this if you can hear their radio comms... else you will have no clue at all. So staying at the same place is as off as the 'policy' you described up there.
Bhruic said:
5) "Games would switch to TDM". I don't agree. In fact, I think the examples you provide actually support the opposite position that you take. As an attacker, would I rush for the objective? Nope. Would I slowly make my way towards it? Yup. I can't win without either killing all the defenders or doing the objective. But that hasn't changed any from the way it is now, I can still either kill all the defenders or get the objective. What I'm not going to do is be careless knowing I have another life.
I would rush to the 'best' spot within the map, cause the one that gets there first, wins. I would rush as attacker to not let the defenders get into their defensive positions at all cause why should I sneak up there if they had much time to protect the area then with clays and sitting in secure defensive positions.
Bhruic said:
In the same vein, as a defender, would I ignore the CD and set up in another location? Again, I might do that now. I have to trust in my team to provide enough cover that someone isn't going to walk in and grab the CD unnoticed. My job as a defender is to stop the enemy from succeeding. The more I kill, the less chance they have to succeed. But keep in mind, with or without respawns, if I do nothing but kill people and ignore the objective, there remains an equal chance of the objective being fulfilled.
Not quite... if you are able to secure a forward position that the attackers have to pass by (is available in many maps) then I would try to reach this first to not give the attacker any chance to even get close to the laptop.
yurch is correct that one guy can wipe out a full team this way if he knows the map flow.
Bhruic said:
Now, suggesting things like "why play at all" seems rather silly to me. You set up this whole argument about why it's horrible to have unbalanced teams, and then you suggest that someone unbalance their own team by not playing? Each player is important, sitting out in the hopes your team kills everyone else is stupid, and hopefully will get you kicked from any game you play.
Believe me ... many will do this or will try to do. Running around in places as far away from the enemy to need a bit longer to be spotted and hoping the rest will make it so that I can be the one last man that does the job.
Some think this way... trust me.
Bhruic said:
As for the "cheap" tactics, I don't see why they'd be any more prevalent than now. We already have m203 shots being used as "maybe there's someone there" killers, people willing to nade enemy spawns, etc. And hey, we even have people willing to ghost on the servers, don't we? Sounds like things already are pretty cheap.
Really? Then why do you play and why do I and others play a lot out there? Cause the cheap play is reduced and normally players voice such things and then the guys using cheap tactics normally say "ok, sry" and the match can continue. Noone then says that we lost one or two lifes this way and then would like to vote for a restart of the round. If zero reinforcements are set you will see many folks start whining and bitching about this if they were one of the cheap-tactics-victims.
Bhruic said:
In summation: I don't think the arguments you put forth really counter the concept of "no respawns". The fact that entirely viable (and popular) games of "no respawn" happened frequently in the form of DTAS pre-2.9 suggests that you'd need a lot more convincing arguments to be persuasive in this area.
Bh
Again, different standpoint I guess... and as others said... EAS is a big difference to DTAS and so the things working there do not work there automatically.
Beppo