DropShip/JumpShip Travel
#1
Posted 03 November 2011 - 09:06 PM
I am going under the assumption that, from the articles I've read, you're actually going to use the Inner Sphere map; If I'm wrong about this, please let me know?
Thank you.
#2
Posted 03 November 2011 - 09:15 PM
But I have been wondering this too as most jumpship recharge time is at least a week., Dropship to planet can take a day or two.
#3
Posted 03 November 2011 - 10:03 PM
#4
Posted 03 November 2011 - 10:21 PM
#5
Posted 03 November 2011 - 10:27 PM
Adding travel time would only break up and fracture the community, make it frustrating to play. You want players to be able to jump in and have fun, especially with a F2P game.
The 1:1 time scale is in reference to the timeline, introduction of 'mechs, news, storyline, and technology, etc. It doesn't mean your own pilot is in constant 1:1 time. Otherwise you wouldn't be able to do more then one match per day usually.
#6
Posted 03 November 2011 - 11:28 PM
BowlofEggs, on 03 November 2011 - 10:21 PM, said:
Why they like the idea of faithfully adapting those elements is self-evident, yes. I didn't say I didn't understand the perspective at all, I just said that I didn't see the need for it from a gameplay perspective. I get the impression that some people advocate ideas like this on principle, and not because they genuinely think that it would enhance the enjoyment of the game. Personally, I think it would be a completely detrimental system to implement.
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I can't say I agree with that, especially. While I appreciate that some sort of tactical element exists, at some level anyway, I doubt very much that many people would find that it actually enhanced the game for them at all.
If I'm a newly minted Mech pilot who is excited to play the game and join the employ of my friend's Merc company, the idea that I have to log on, get on a ship, and then log off for 3 days, or a week, or two, and not play the game? That doesn't feel like strategy, it feels like arbitrary, ridiculous inconvenience. It kills enthusiasm -- it prevents people from getting involved in the game, and I fail to see how you can write off someone who doesn't like that idea as being someone who just wants instant gratification. Such a think would probably make a sizable chunk of the audience simply put the game down for good, or never buy it in the first place if they knew beforehand.
The strategy involved in taking account of travel times comes in at the high levels of command, as the leader of a very large merc group, or the general of an army, where the shifting of resources on a large scale is the name of the game. But this isn't a game about being a general, it is a game about being a single Mech pilot. In my opinion, the strategy in this game should come on the battlefield, not on the way to it.
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I honestly doubt there is a very big audience that fits that profile, frankly, and an even smaller one (do they exist at all?) that would have avoided it because they objected to the idea of not making travel times between systems take a literal week -- or even a day or two.
#7
Posted 04 November 2011 - 12:27 AM
Hopefully there is sort of a mini-campaign of linked scenarios to take a planet over the course of a few days or the weekend. If your team wins, then your House gets the planet.
#8
Posted 04 November 2011 - 01:48 AM
#9
Posted 04 November 2011 - 02:08 AM
That way you can use real-time JumpShip movements etc and still have no breaks in the action for the players.
#10
Posted 04 November 2011 - 03:00 AM
I'm not really sure how things worked in MBPT. But in MekWars, your ships launch from your planets, and can only penetrate so far. You have to take enemy planets to go deeper. I'm going to suspect it will be somewhat like this. Actual Jumpship management might be taking things beyond the scope of this project. I think ultimately not everyone is willing to sit though that kinda of administration. People want instant action, not everyone, but I would surmise many do.
Dropships are another matter however. I started another topic a few days ago about the roll of the Dropship, as almost your Merc Corps Headquarters. Also as a limiting factor in the amount of Battlemechs, ammunition and supplies your forces can carry at anyone time. Making your choices more critical. Furthermore it might offer a currency sink for larger Dropship upgrades, allowing you to store more Battlemechs, and supplies. This would open another way for the company to make some money. Do you spend all your C-Bills upgrading to a better Dropship, or do you spend $10 on the upgrade ;-)
#11
Posted 04 November 2011 - 06:54 AM
CoffiNail, on 03 November 2011 - 09:15 PM, said:
But I have been wondering this too as most jumpship recharge time is at least a week., Dropship to planet can take a day or two.
cobrafive, on 03 November 2011 - 10:27 PM, said:
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Captain Hat, on 04 November 2011 - 02:08 AM, said:
That way you can use real-time JumpShip movements etc and still have no breaks in the action for the players.
1) Players get their training completed, a contract or set of orders comes down, the player gets their 'Mech into the DropShip and then begins the next stage of the cycle,
2) A Player logs in and checks their own units daily requirements, first, perhaps some simulator training -the SAME combat interface as the normal one, but only with bots instead of people. Skill improvement comes much more slowly than on a 'real' battlefield -even if there are going to be PvE bots to fight on the 'real' field- and checks the block for their unit's practice. If it's not sim training, are there other things for the pilot to do to stay current with their unit?
3) Once done with that, if there's anything at all, the pilot then pushes a button on their monitor to drop into 'Ghost' mode. They can select from on-going fights that are going on which they see, they select a 'Mech on the field or that is yet to be deployed, which will set up automatically to match, as closely as possible, their own personal, re-adjusted cockpit, and hit the Launch button. They are immediately caught up to the 'Mechs assigned element and away they go. If they're getting into a 'Mech that is already in battle, the 'Mech becomes 'invisible' for a moment, perhaps even resetting to the edge of the battlefield, as defined by combatant element total size, and the pilot is launched into battle. Perhaps the 'Mech is even repaired to its original, pre-battle state for that day. The Ghost interface automatically takes out any opponents or immediate opponent allies against their 'home' unit from the interface either for current or pending operations as a play option, and away they go.
4) Once done with that fight, they simply drop back into the Ghost interface again, choose another fight, another 'Mech, and go play. Simple as that.
The con's are...
1) that they would be playing outside their own unit, most likely, for quite a bit of time,
2) they would still have to wait on the time to pass for their own unit until it was time to go to work,
3) they would not be using their own BattleMech in the game, but rather a PvE 'Mech, the AI of which is shoved aside to accommodate them
4) unless there was some manner of voice coordination with their team mates, and perhaps not even then, they might not be playing right beside their friends all the time.
The pro's are...
1) they would continue to be able to play unabated,
2) they would gain valuable insight into the strategy and tactics of both sides of the combats they get to jump into, in order to...
...... A) learn new and valuable tactical skills they would not pick up being stuck specifically to their own element, and
......
3) they would gain valuable insight into piloting non-role-specific 'Mechs, being allowed to grab whatever is available, albeit stuck within the TO&E of the unit they're borrowing the 'Mech from,
4) certain pilot-specific skills would continue to advance, and they might even gain new skills if gaining experience is not restricted to their specific role or the 'Mech(s) they drive
5) this would give the strategy mongers, tactics impaired, and paper pushers the time they need to ensure everything is straight for their unit before they go into a fight, and be able to requisition parts and supplies from the economy if they need them.
Now, I have an answer for Cons #2, above, about the time factor. There are going to be a LOT of factions in the game, so why not have a 2-part system, a calendar and a mission completion button, for setting up travel times (both interstellar and interplanetary; both automatically set based on the COs decided mission launch time) and battle schedules? Here's how it works...
1) every CO is responsible for setting their time-table on their own calendar. Once combat operations are complete for a certain fight, they check the battle as clear, and go to start unit repairs for the next fight or the next set of orders/contract. Units that are in transit, either form of travel, are considered to be battle-clear for this next part,
2) the moment everyone units calendar comes into battle-clear or in-transit status, the time-line automatically jumps to the next calendar date declared in the database, whether it's a few hours or several days. If the next event is a high-altitude drop into an LZ once DropShips get to a planet, then so be it. Do I think this will work all the time? No. Do I think it will work a lot better than even I'm giving it odds for? Yes.
This cuts the time for paper pushers and battle chiefs, and limits how many fights MechWarriors will get into while in-transit, but I think this would be the most realistic means of strategy development and execution without really holding the game up all that much. If we're going to have a 1:1 day ratio for everything, which I really love the idea of, we should make that 1:1 ratio, with potential time skips, work for everyone and all possible combat game scenarios.
By the way, that's what I was going to put in the dev suggestions forum, and still might.
#12
Posted 04 November 2011 - 07:31 AM
(on a side note Kay, do you have your PM's turned on?)
Edited by metro, 04 November 2011 - 07:31 AM.
#13
Posted 04 November 2011 - 07:35 AM
More complex stuff can be done but with no Modding come Launch, the engine in use will be the limiter to what can be done. Send your Jumpships, send your Dropships to Planet ZXY. when they arrive, call/text/yell into my headset, In the mean time I will be killing stuff over hear with the gals/lads and have no qualms about going and killing stuff over there.
#14
Posted 04 November 2011 - 08:26 AM
Some of the battles for planets took YEARS to complete.
Let the leagues and ladders than will certainly follow the release worry about travel times (I too remember scheduling matches on a Monday night so that in 2 weeks we could fight for control of the planet and having to fight through 3 plants to get to our objective).
#15
Posted 04 November 2011 - 08:28 AM
#16
Posted 04 November 2011 - 10:09 AM
metro, on 04 November 2011 - 07:31 AM, said:
MaddMaxx, on 04 November 2011 - 07:35 AM, said:
More complex stuff can be done but with no Modding come Launch, the engine in use will be the limiter to what can be done. Send your Jumpships, send your Dropships to Planet ZXY. when they arrive, call/text/yell into my headset, In the mean time I will be killing stuff over hear with the gals/lads and have no qualms about going and killing stuff over there.
#17
Posted 04 November 2011 - 12:23 PM
#18
Posted 04 November 2011 - 03:37 PM
#19
Posted 04 November 2011 - 05:35 PM
#20
Posted 04 November 2011 - 06:42 PM
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