

The Potential Death Of Mwo
#321
Posted 04 March 2013 - 08:43 AM
#322
Posted 04 March 2013 - 08:47 AM
With this knowledge I expect them to announce Battlemech #20 (most likely an assault Banshee/Zeus) along with the ISN feed blowing up with all sorts of information on the phase 1 clan invasion. This will continue on as ISN news feeds announce newly encountered Clan mechs aside from the initial bunch culminating in having all 16 initial clan mechs announced through the news feed by October. When the Clans come back for the phase 2 invasion we should see community Warfare added in full (if it hadn't been already added) as well as having all 20 IS mechs in game.
I believe the most likely system is to have 8v5 matches of 8 IS players vs 5 AI controlled Clan mechs. This system will come with an adjusted salvage system where you have a % chance to get clan tech and mech chassis that at the end have to be paid with C-bills to unlock. Everyone on a team would have the option, just a matter of having the cash. The chance for clan tech weapons would be high compared to the infinitesimal chance at a clan chassis.
This is to keep any clan mech population low enough in order to come out with the clan "founders" package to further crowd source the game. Anyone with half a brain can realize the monetary possibility of such a program and it's obvious we'll see one. Once the Clan founders is finished (It won't run as long as the regular founders did) Clans will be playable in full by players. This will set up the community warfare to be along the lines of the galaxy map for the time period.
Lastly content we should have before then:
- At least 1 new game mode (preferably 2-3, not in additional to the 8v5 mode mentioned above)
- 12 v 12 should be implemented by then
- 2-3 new maps and more alternate variations of existing maps (Alpine Peaks, Caustic, Desert)
- Highlander, Flea, Blackjack, Orion and BM#20 should all be released making 20 mechs to play with 55-100 variants total.
- More hero mechs (obviously)
- One hopes the initial set up for community warfare happens in that timeframe
- Possibly more weapons/tech added
- Major bug fixes and reintroduction of previous mechanics (knockdown)
That's the way I see it. I don't see MW:O dying pretty soon. And a Company has every right to reallocate capital and resources where it sees best to put it. Now that doesn't mean it's a terrible PR move, because it is. But the world of business is a fickle mistress.
We'll see what happens.
#323
Posted 04 March 2013 - 08:47 AM
KingCobra, on 04 March 2013 - 08:37 AM, said:
I wish it weren't true to be honest. They took WOT as a model to build upon and basically grabbed anything that sounded good from different games. Trials from LOL, and whatnot.
I know that Russ and Bryan are very, very passionate about this franchise and I assure you that everyone on that team wants this game to succeed. They just take the simplest choices, and path of least resistance.is generally the result. I imagine it comes from inexperience and a small team? Granted they aren't that small and you would think they would hire more but that's their decisions to make.
#324
Posted 04 March 2013 - 08:51 AM
TL;DR either they've dropped the balled or they are good at keeping quiet about cool new stuff
Edited by urmamasllama, 04 March 2013 - 08:52 AM.
#325
Posted 04 March 2013 - 08:59 AM
urmamasllama, on 04 March 2013 - 08:51 AM, said:
TL;DR either they've dropped the balled or they are good at keeping quiet about cool new stuff
Yup, this is one of my "fits the facts but is still speculation" as to why the OP's ideas lean me toward speculation, at this point in time.
#326
Posted 04 March 2013 - 09:02 AM
Butane9000, on 04 March 2013 - 08:47 AM, said:
I think I made another post about it before but what we should have is:
-Minimum 3 maps per enviroment for diversity
-About 5-10 enviroments (Asteroid/Moon/Desert/Ice/Swamp/Jungle/Forest/Caustic)
-About 4-5 Weather conditions (Sunny/Rain/Snow/Monsoon/Hurricane/London Fog/Lightning Storm (******* with you lowlight))
-Night/Day/Dawn
-Low/Normal/High Gravity
Mix that and you can have a shitload of combos
#327
Posted 04 March 2013 - 09:04 AM
Crack
Me
Up.
Look introduction of even the lightest of clan mechs would disrupt the game.
Giving Clan technologyy.
Thats not to say never for clan mechs, but not anytime soon.
Unless some serious nerfin is going to happen.
So suck it up tube-boy.
No time soon.
#328
Posted 04 March 2013 - 09:06 AM
Terror Teddy, on 04 March 2013 - 09:02 AM, said:
I think I made another post about it before but what we should have is:
-Minimum 3 maps per enviroment for diversity
-About 5-10 enviroments (Asteroid/Moon/Desert/Ice/Swamp/Jungle/Forest/Caustic)
-About 4-5 Weather conditions (Sunny/Rain/Snow/Monsoon/Hurricane/London Fog/Lightning Storm (******* with you lowlight))
-Night/Day/Dawn
-Low/Normal/High Gravity
Mix that and you can have a shitload of combos
And they've already said that they've finished making the tools and resources needed to produce nearly any map they desire. Granted, I doubt that list includes the weather conditions you mentioned, which I too would like to see. So, if not all of your post, then most of it has just been finished, now they can take the team members who were making those things, and put them on making maps with them.
#329
Posted 04 March 2013 - 09:06 AM
Kaelus, on 04 March 2013 - 08:47 AM, said:
I know that Russ and Bryan are very, very passionate about this franchise and I assure you that everyone on that team wants this game to succeed. They just take the simplest choices, and path of least resistance.is generally the result. I imagine it comes from inexperience and a small team? Granted they aren't that small and you would think they would hire more but that's their decisions to make.
Well I know your right and Russ and Brian are doing there best to bring good content to the game as I stated I personally will wait and see over this year. But like most if it becomes to shallow and unrewarding a Game (Remembers Mektek Mod)I as well as many will have to find a game that satisfies the need for competition social functions and in general fun in the BT universe. Who knows its all speculation and conjuncture at this point it just a BETA right?




Edited by KingCobra, 04 March 2013 - 09:07 AM.
#330
Posted 04 March 2013 - 09:18 AM
Which, however, has nothing to do with how consumers deal with products.
My only real question is when MWO is still around and doing fine a year from now will you even eat crow or just pretend this thread never happened?
#331
Posted 04 March 2013 - 09:20 AM
Edited by Gallowglas, 04 March 2013 - 09:23 AM.
#332
Posted 04 March 2013 - 09:24 AM
Sir Roland MXIII, on 04 March 2013 - 09:06 AM, said:
And they've already said that they've finished making the tools and resources needed to produce nearly any map they desire. Granted, I doubt that list includes the weather conditions you mentioned, which I too would like to see. So, if not all of your post, then most of it has just been finished, now they can take the team members who were making those things, and put them on making maps with them.
I just wish they could have gone with procedually generated maps.
Imagine having NO map ever being the same.
#334
Posted 04 March 2013 - 09:29 AM
MischiefSC, on 04 March 2013 - 09:18 AM, said:
Which, however, has nothing to do with how consumers deal with products.
My only real question is when MWO is still around and doing fine a year from now will you even eat crow or just pretend this thread never happened?
Did you read the part of the post where he said he'd love to be proven wrong?
Obviously the people that take the time to think this through and research this game's ongoing development are going to, ultimately, want the game to succeed. If we ignore all flaws and mistakes, the game will suffer for it.
#335
Posted 04 March 2013 - 09:31 AM
Sir Roland MXIII, on 04 March 2013 - 09:26 AM, said:
Take that one step further and have procedurally generated WORLDS. Imagine maps with no borders.
And now I want Mechwarrior Online running on ARMA2 or the ARMA3 engine...* sulk *
Besides, DayZ zombies are easier to deal with if I sit in a firestarter mech.
Edited by Terror Teddy, 04 March 2013 - 09:32 AM.
#336
Posted 04 March 2013 - 09:33 AM
Or something like that...
#337
Posted 04 March 2013 - 09:41 AM
Thontor, on 04 March 2013 - 09:40 AM, said:
Depends on how you design the parameters for design and placement of forces.
And war tends to put one side at a disadvantage regardless. Just look at caustic if one team is energy heavy - that's disadvantage right there due to heat.
#338
Posted 04 March 2013 - 09:41 AM
Terror Teddy, on 04 March 2013 - 09:24 AM, said:
I just wish they could have gone with procedually generated maps.
Imagine having NO map ever being the same.
I don't know what you have been smoking sir, but this is the year of our lord 2013. Next you'll be demanding flying cars and universal healthcare!
#339
Posted 04 March 2013 - 09:42 AM
#340
Posted 04 March 2013 - 09:43 AM
Terror Teddy, on 04 March 2013 - 09:41 AM, said:
That example disadvantage is due the enemy's choice of tactics, not the map's layout.
Something more blatant would be having one team spawn in an open field and the other having lots of higher terrain to snipe from.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users