Posted 10 November 2011 - 11:12 AM
1. Arcable LRM's that track like they did in Mech3 and are dodgeable if you know what your doing.
2. Cockpits that let you look left and right and see something - and if the mech itself has a wall there put a little monitor in so when I look left to armshoot somebody I can actually see something.
3. Jumpjets that are forceful and launch you hard and fast when you trigger them, and give you some limited control and a bit of fuel beyond that, but not too much. Also, some tiny penalty to make shooting while jumping slightly harder.
4. DFA that can 1 hit kill enemy mechs if you stick a foot into their cockpit.
5. Proper Battletech ammo and heat values for AC's, LBX, etc, so everytime you shoot a round your sweating over how much ammo you have left.
6. real heat management.
7. Mission based gameplay, Base Assault/Defense, dropship destruction, ESCORT/Advance the train/cart/limosine/whatever (timebased like TF2) CTF mode, Deathmatch mode, norespawn and respawn as playable options.
8. If third person playing is permitted, make force first person an option - at least make sure that third person doesnt give advantages like what happened in mech4 - more stable reticule, looking over hills.
9. Hardpoints on mechs so that you have to put weapons in arms, torso & missile slots, and stripping arms/missile slots become viable tactics.
10. destroyable MFB repair bays for base assault / defense modes - 1 repair per player mech per life, only repairs 50% of damage.
11. Turret systems / bases / Mines near spawn points to prevent spawn camping.
12. Maps on planets and in space, cities and inside caverns too. Player built maps that can be submitted to devs for adding into game if approved.
13. Auction House / Mechmarket Players can use ingame currency to buy/sell salvage.
14. Real trees, BIG TREES, Destroyable terrain and trees/buildings.
15. legging doesnt destroy mechs, even a mech with both legs missing can fire (and jumpjet if jumpjets are in the torso)
16. Coolant flush that flushes all heat when used, more strategic and limits its use to critical times.
17. Battlemech training simulator, pilot your mech, practice hitting small energy ball target, jumpjetting practice, mech races? Land on any map and be able to scout it out in practice mode - plan battles, tactics, etc.
18. Elementals/Battlearmour (Tiny Mechs)
19. Ingame Rank System for player guilds to create & utilize. PErmissions for guild members and a guild bank.
20. Random Items, crafting and Blueprints - Items - weapons and mechs with minor variant/tech bonuses. PPC's with 2 % less range but 2% more damage in example. Random values - 1 bonus 1 drawback on each item, Slower recycle time, more damage, etc. Blueprints that randomly drop for players as salage, and can be used to craft unique weapons/mechs/items one crafting per blueprint. Big carrot, gives incentive to fight for new items (a big draw in MMO's) and lets us customize our playstyle and mechs even more.
21. Ingame currency convertable to realworld currency, with DEV's taking a % of each transaction on AH and currency conversion to make money. This prevents piracy of ingame currency/illegal buying selling, and gives the Studio control and revenue generation.