This thread is about what happens when we, ether solo or as a collective whole, fail in a mission or get taken out of the fight. Because I'm one of those people who thinks that losing in a game should still be kind of fun and give you something to think about so you can do better next time.
For example, what happens to a player when they killed in a fight while in a missions or in side an enemy base? In some games you don't just respawn in the nearest or last safe zone, but other things happen. Like you become something like a ghost and have to look for your body again if you want to respawn in that area again. Or the enemy captures you and puts you in jail, where you have 3 options wait out your jail time, or try to escape from jail with the risk of adding more time if you fail, or hope one of your friends or faction mates can break you out of jail. It is things like this that adds bit of stress to the game because you have be mindful of where you die and makes the option of running away from a fight seem less like a coward move and more of tactical one and where you die and how you die matters.
What happens when you lose an outpost or base? Is everything just destroyed or captured resetting? Or are players given an ever closing window to do last resort measures that make the counterattack easier or harder? For example, the base is lost so command tells everyone to leave the area before it is to late. But there are some things that need to be done first like destroying anything the might be able to use against you later, like auto turrets and any supplies you can't take with you. It might be a good idea to back up all the files on the main computers to your mecha while also erasing or destroying the computers. The more things you can take out of the base or destroy before the enemy totally takes over the area the better because it'll make the counterattack a lot easier and aid in making it happen faster.
There are many routs we can go in a game like this that would still let people have fun even if they are losing or lost. And many tactics that can be added to the game if done right.
For example in one game I use to play a few days before a faction war some of us came up with a plain we would attack the enemy area and do a much damage to their food crops as much as possible and put up a good fight when they come to stop us, but in the end we'll let them win so we get put into their jail. And then time our escape from the jail to happen at the same time as they faction war starts. That way those of us was captured can fight them inside the city walls and try to open the gates while rest of faction is fighting them from outside. This unit was like a spec-ops unit as each of us had to be skilled enough players to fight an win without the use of weapons and armor while also knowing how lure the enemy into traps/ambushes until gates can be opened or destroyed. So we toke a smaller lost at a chance for a greater victory. And even if we didn't win it was fun just trying.
The thing that reminded me of this topic is this. As is one of the things I always think about when playing games, in that a game should be fun no matter if you are winning or losing.
For example, what happens to a player when they killed in a fight while in a missions or in side an enemy base? In some games you don't just respawn in the nearest or last safe zone, but other things happen. Like you become something like a ghost and have to look for your body again if you want to respawn in that area again. Or the enemy captures you and puts you in jail, where you have 3 options wait out your jail time, or try to escape from jail with the risk of adding more time if you fail, or hope one of your friends or faction mates can break you out of jail. It is things like this that adds bit of stress to the game because you have be mindful of where you die and makes the option of running away from a fight seem less like a coward move and more of tactical one and where you die and how you die matters.
What happens when you lose an outpost or base? Is everything just destroyed or captured resetting? Or are players given an ever closing window to do last resort measures that make the counterattack easier or harder? For example, the base is lost so command tells everyone to leave the area before it is to late. But there are some things that need to be done first like destroying anything the might be able to use against you later, like auto turrets and any supplies you can't take with you. It might be a good idea to back up all the files on the main computers to your mecha while also erasing or destroying the computers. The more things you can take out of the base or destroy before the enemy totally takes over the area the better because it'll make the counterattack a lot easier and aid in making it happen faster.
There are many routs we can go in a game like this that would still let people have fun even if they are losing or lost. And many tactics that can be added to the game if done right.
For example in one game I use to play a few days before a faction war some of us came up with a plain we would attack the enemy area and do a much damage to their food crops as much as possible and put up a good fight when they come to stop us, but in the end we'll let them win so we get put into their jail. And then time our escape from the jail to happen at the same time as they faction war starts. That way those of us was captured can fight them inside the city walls and try to open the gates while rest of faction is fighting them from outside. This unit was like a spec-ops unit as each of us had to be skilled enough players to fight an win without the use of weapons and armor while also knowing how lure the enemy into traps/ambushes until gates can be opened or destroyed. So we toke a smaller lost at a chance for a greater victory. And even if we didn't win it was fun just trying.
The thing that reminded me of this topic is this. As is one of the things I always think about when playing games, in that a game should be fun no matter if you are winning or losing.