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What is Respawn waves?

Historical capture recovered from the Wayback Machine · captured 2003-01-29 · 14 posts
TD game type with respawn for 30 minutes is clear to me but what is respawn waves?

Sorry if my question sounds silly but really please explain
Thanks.

Thoman
"Waves" is a misnomer.

The way No Respawn works in Mercs is on a round-based system. When you die, you're shoved into Spectator mode. When everyone on one team is dead, the entire map respawns at once, putting all players back into their 'Mechs at the same time and recreating any buildings that were destroyed as well. If you ever played Siege Assault or Strongholds in Black Knight, it's the same thing as that (except that there are no objectives to destroy...unless you're playing Mission, which is basically a new name for Siege Assault; one team defends and the other attacks).


To be further clear, if team A eliminates team B all of team B get fresh mechs at the same time as team A. However, respawning only takes place on a whole team basis, so a wave could very well come down to an 8 on 1. It's a bit of classic TD mixed with respawn to encourage more action or something. I'd guess that over the long term it will shake out that getting the first kill is brutally important to winning a wave.

Ramses II
Originally posted by: Ramses II

I'd guess that over the long term it will shake out that getting the first kill is brutally important to winning a wave.

Yeah, but how's that any different than the way NR worked in V/BK?


would like to see input from newer teams on this
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Trap¥
Teamwarfare Mechwarrior4 Mercenaries Ladder admin
Just the numbers Wad, in traditional NR there were only 8 mechs out there to kill for the whole 30 mins. In Wave on a typical Mercs map I think you could get in 4 or even 5 waves, even if the team that wins the first one sits in their spawn. The usual stuff about not running away from a fight should apply, as well as a rule against leaving the last enemy mech alive to prevent a wave spawning and hold a win.

Ramses II
Couldn't a single mech left alive by a opponent to preserve a win simply suicide? They would sacrifice the current (already "lost" wave) and start a new one.
Yup, they could. I like this style of gameplay. It makes Destruction(no respawn) fun and keeps the action flowing. I think you can even drop players after the game starts, although they have to wait for the current wave to end.
Originally posted by: Ramses II

Just the numbers Wad, in traditional NR there were only 8 mechs out there to kill for the whole 30 mins. In Wave on a typical Mercs map I think you could get in 4 or even 5 waves, even if the team that wins the first one sits in their spawn.

Right. But each round still basically comes down to whoever gets the first kill tends to have a huge advantage (for the remainder of the round), exactly like V/BK No Respawn.


I haven't played No Respawn as much as some of you have, but my experiences with it and killing out teams on the TA ladder have been that--with 8 players--you don't have a significant advantage until it's 8 on 5 or 6. The first kill (out) can be a turning point but by no means determines the victor.

-Notorious, Black Dragon Elite TA Lead
Originally posted by: [BDE] Notorious

I haven't played No Respawn as much as some of you have, but my experiences with it and killing out teams on the TA ladder have been that--with 8 players--you don't have a significant advantage until it's 8 on 5 or 6. The first kill (out) can be a turning point but by no means determines the victor.

It's a bit different in Mercs No Respawn, largely because of the close DZs and the subsequent lack of strategic maneuvering; it's primarily tactical. The ability to smash one guy and immediately move onto the next one, and the one after, without having to worry about, "He's down to 2 spawns left! That guy's on his last!" usually means that the momentum rolls right over you.


Post edited by Wadmaasi at 12/5/2002 10:36:51 PM

I disagree about the first kill scenario. If I go toe to toe with another mech and don't completely miss my shots, then even if I die first, he will be crit and die from one of my teammates next shots. So the teams should only be uneven for a short while.

It all comes down to which team hits their shots more often, and also coordinates better, which to me is what this game is all about. Obviously, if my team wasn't good enough to dish out what they were receiving, the other team would have numbers on us and win. This applies to both respawn and no-respawn games.

Gotta have waves though, no-respawn games suck if it's just one wave IMO.

~US~ Guardian (Executive Officer)
~Unknown Soldiers~
Originally posted by: ~US~ Guardian

I disagree about the first kill scenario. If I go toe to toe with another mech and don't completely miss my shots, then even if I die first, he will be crit and die from one of my teammates next shots. So the teams should only be uneven for a short while.

It all comes down to which team hits their shots more often, and also coordinates better, which to me is what this game is all about. Obviously, if my team wasn't good enough to dish out what they were receiving, the other team would have numbers on us and win. This applies to both respawn and no-respawn games.

Gotta have waves though, no-respawn games suck if it's just one wave IMO.


I agree 100%
The Team Destruction ladder, as I have written it and it's been posted here, is not round-limited for each map. You play for 30 minutes, however many rounds that turns out to be, not to a set number of rounds before artificially ending the map.


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