Do you think MWO could become an MMORPG?
#21
Posted 14 March 2012 - 01:16 PM
#22
Posted 14 March 2012 - 01:21 PM
#23
Posted 14 March 2012 - 01:29 PM
But I agree, probably too much to even think about now when the game is not even here yet. I will watch what I put in my smoothies a little more carefully before I drink them!
#24
Posted 14 March 2012 - 01:38 PM
#25
Posted 14 March 2012 - 01:38 PM
#26
Posted 14 March 2012 - 01:47 PM
...
Edited by Bluey, 14 March 2012 - 01:51 PM.
#27
Posted 14 March 2012 - 02:03 PM
i hate mmos with a passion and that would ruin this game fo-evah
#28
Posted 14 March 2012 - 02:08 PM
#29
Posted 14 March 2012 - 02:23 PM
this portion of the "potentual" MMORG would essentually be the vehicle (mech) combat section. the thing is that a battletech RPG would be best IMO be built upon something like the ATOW RPG the problem with the ATOW is that it is a NON LEVEL based RPG which would completely confuse traditional RPG players.
what I mean by a non level based RPG is that you do not do the equivalant of go kill 47 mooks and poof you are level 2 and now the lvl 1 stuff can't really hurt you any more. In the ATOW model you get your xp for doing whatever and add it to your "xp pool" when you have enough xp accumulated you can raise a skill or a stat or similar but a 10,000 xp charactor will not automatically have more HP than a 5000 xp charactor fresh out of charactor creation (plus there is the whole issue that some charactor concepts will end up having more xp in their charactor build) ie the "hotshot a mechwarrior that just finished training and education at ~21 and is on their first "tour of duty" is going to have a lot fewer xp than the 45 year old "grizzled Veteran"
with that in mind I really WOULD like to see a well done battletech RPG or MMORG but this isn't it, or at least it won't be it until a lot more "meta" game is added
#30
Posted 14 March 2012 - 02:23 PM
Cochise, on 14 March 2012 - 01:29 PM, said:
But I agree, probably too much to even think about now when the game is not even here yet. I will watch what I put in my smoothies a little more carefully before I drink them!
Dust is single platform, it will fail. FPS players will not stay interested in it long enough for it to make a true effect on the Eve Universe, and PL will still **** all over everyone else.
Edited by Ashiin, 14 March 2012 - 02:26 PM.
#31
Posted 14 March 2012 - 02:26 PM
#32
Posted 14 March 2012 - 02:26 PM
I just don't know if you guys have played a text based adventure before! Try Zork!
#33
Posted 14 March 2012 - 02:34 PM
#34
Posted 14 March 2012 - 02:37 PM
A lot of people will say "change nothing" but there's a reason we haven't had a proper Mechwarrior game for around a decade. How do we make something so intense and deep accessible to the new guys?
#35
Posted 14 March 2012 - 02:54 PM
"We're about to start, Stagger... where are you?"
"Be right there... I'm mining a Ferro-Fibrous node!"
#36
Posted 14 March 2012 - 02:54 PM
#37
Posted 14 March 2012 - 02:58 PM
Now that aside I can see this game getting a PvE element somewhat similar to say a chained 'story' mission where your on patrol, your patrol runs into another mechwarrior that wants to defect then from there it starts a chain reaction where your pulled into a 'stop the enemy from doing [insert plot dynamic here] and your the ones that take the charge to stop it. Example being your on patrol, you encounter defector they tell you of a 'mega weapon' secret installation almost complete- you go on chained missions from 'breaching' the permiter- advancing and destorying base defenders- then finally a showdown with the 'mega weapon' itself. Generic and seen a hundred times previously but you get the idea.
I think a light RPG element would be allowing a 'non linear' character progression- you can take attributes from various skill trees, you can build personal toughness so when another player targets the cockpit you can 'hang tough' and stay in the fight longer and take less damage, you can invest into piloting skill where you gain a passive move/turn speed buff on top of the mechs basic performance. Lets say something like LoL's mastery tree- you can assign a certain amount of skill points to put into various skill trees and you can even take away and reallocate these skill points whenever saving them to various 'profile pages' so you can change them if you pilot different mechs. No matter what you think, or your personal feelings more games are getting RPG-like systems.
Going beyond this as in a full blown MMOG (or MMORPG) it would be fitting to say you can belong to any of the great houses, or clans, or become full Mercanary. Now this is where figuring out some wierd stuff comes into play. . . since Mechs are machines and do not get 'tougher' by levelling up and gaining a larger hit poitn pool this game would be severely gear/tech reliant in which you have your standard armor giving a base HP of x1 and Ferro-Fibrous providing 1.2 times the armor value by volume/weight/thickness. If your anywhere near familiar with the standard battletech mech creation rules this makes perfect sense. Other type of parts include actuators/servo motors that help move the mech faster so that you can aim/move faster than standard parts, maybe even a integrated combat analysis system that allows you to see 'weak points' in an enemy and you can shoot at them for more damage. In all honesly you can keep a mechwarrior MMOG entirely 'in the cockpit' and still have a seperate PvP with a 'structured' ladder (i.e. no player skills, no modified mechs, open build pvp, etc.)
All in all I don't know if the Mechwarrior title is popular enough for a full blown MMOG where creating various planets and areas to explore is viable (time development costs of course) but I would like to see a well done mech game with combat. But having a 'loungue' where your avatar/mech pilot can chll out with clan mates or other players and have a small social area isn't a bad idea imho.
#38
Posted 14 March 2012 - 02:58 PM
"Oh, there's a story? Cool...bro."
3 years later:
"I am LoreMaster Of NovaCat and have the Conch!"
#39
Posted 14 March 2012 - 03:00 PM
Aegis Kleais™, on 14 March 2012 - 02:55 PM, said:
It may be the self-diagnosed ADHD in me, but I can't stand long narratives or backstory or history lessons, even when it comes to the Mechs I love so much. It just seems like trips down memory lane that are unnecessary to the current situation. We have a guy at work who is ALWAYS reminiscing and aside from it making him seem very old, I think forcing any type of history on a new player can be seen as daunting and may actually detract from their interest in the title.
I guess some people just love MW for the sake of customizing Mechs and taking them in to do battle against one another.
I agree with this too- but forcing a player to sit through it and optionally diving into the rich story are two different things- I'm sure you'd like to skip all the bull (fast menu selections, esc to skip cut scenes) but for a player that wants to know I think it'd be a nice touch
#40
Posted 14 March 2012 - 03:03 PM
devilkit, on 14 March 2012 - 03:00 PM, said:
I agree with this too- but forcing a player to sit through it and optionally diving into the rich story are two different things- I'm sure you'd like to skip all the bull (fast menu selections, esc to skip cut scenes) but for a player that wants to know I think it'd be a nice touch
True enough. If done just right, the player could be introduced into the history of the game. As they begin to see players from the Draconis Combine, FRR, etc., they may begin to want to know more about them, though sadly, even if the game provided a repository of lore, the way present-day players act, even while under the banner of those houses, won't fall in line with the past. This is, of course, where people who enjoy roleplaying get their kicks.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users














