Tombstoner, on 23 November 2015 - 07:31 AM, said:
1- league of legends - All MWO needs is side strafe and its journey to the dark side is complete....
And if you added corn & chickens it would be Farmville. I fail to see your point on that one.
Tombstoner, on 23 November 2015 - 07:31 AM, said:
More to the point- a persistent unit that evolves over time and changes based on damage and salvage. Not a 12 vs 12 death match generator. That moves a counter on a map up or down by a point.
The vast bulk of Battletech games I played, and that all the Battletech games I know have played have been one instance death matches. The main difference between them and MWO is that it was one-v-one on a table, rather than 12-v-12 on PCs. Other than that: no campaign and no meaning beyond "PEWPEWLAZORBEAM!!!" with dice.
Tombstoner, on 23 November 2015 - 07:31 AM, said:
I have a mech bay where customization is broken. It devalues many mechs due to un compensated design choices. high vs low hard points... the use of hard points to begin with.
So you would rather either the "make you own" rules form the TT or the "THESE AND NOTHING ELSE" rules from the TT?
Tombstoner, on 23 November 2015 - 07:31 AM, said:
MW has always had a first person campaign.Some degree of persistence and development.
Yeah, and once you played that you pilled into the deathmatches
Also PVE is being looked at. It'll just have love returns on investment as it's difficult to sell one-shot content these days. (no, not impossible, just difficult)
Tombstoner, on 23 November 2015 - 07:31 AM, said:
MWO is really Solaris online. PGI should just realign and re-brand it as such.
So it's not Battletech because all it is is a major bit of the Battletech mythos?
Brilliant comparison there, thanks for the own-goal
Tombstoner, on 23 November 2015 - 07:31 AM, said:
2-"Some" concessions....What concessions did it make? They the design team omitted needed elements to preserve the performance cost functions for all mech designs. its also half of the games balance issues. the other half being convergence.That one item alone underscores the sentiment this is a reskined COD clone. It's not,but its more like a generic FPS clone with little much to offer.
Assaults are not as durable as there size warrants. Its like someone tried to make all mechs basically the same and failed. then kept the cash cost to justify something. when price is not proportional to performance.
PGI did not make concessions. They been square pegging the round hole since day one. Forcing The IP into what PGI wants.
The concessions are that you are switching from a turn-based TableTop Game, with abstractions of things like movement and aiming and damage, and switching it to an FPS.
It's like switching from a book to a movie, similar concepts but incredibly different mediums.
Tombstoner, on 23 November 2015 - 07:31 AM, said:
3- actualy i would say the same things to the all the MW develoers as i would to PGI. This is not a FPS... it needs to be a mech unit simulator. Its not its a death match generator. You want Esports team deathmath thats solaris.... build that game. Start with 1-1 and 4-4 then when your ready more to larger size battles....
again, thanks for the own goal. Your beef, yet again, is that it's portion X of the BattleTech lore rather than portion Y.
That's like complaining that salmon isn't a fish because you ordered the cod, and that it not having enough dill or that they added too much salt then that stops it being seafood at all.