length of battles
#41
Posted 07 November 2011 - 02:23 PM
#42
Posted 07 November 2011 - 02:40 PM
Time limits inevitably lead to "noob rushing" which is fine and dandy if its all about the points, and how many respawns you get, but in a tactical match you need the time to use everything you have to its best advantage, terrain, pilot skills, range etc. this simply cant be done properly in such a short time frame.
Personally i hope they also do away with the 3rd person perspective, your supposed to be riding IN the mech, not ON it.
#43
Posted 07 November 2011 - 02:52 PM
Grei, on 07 November 2011 - 06:04 AM, said:
This is part of the game though and it can happen to everyone...so I've never seen anyone (outside of tournaments anyway) get upset about it. And it's the rarest of shots (unless you catch the person in partial cover at optimal range with a targetting computer and a sharpshooter skill--then it's just intentional).
Grei
In absolutely no way should this new game follow any kind of the tabletop rules like that.
#44
Posted 07 November 2011 - 03:13 PM
red beard, on 07 November 2011 - 02:52 PM, said:
In absolutely no way should this new game follow any kind of the tabletop rules like that.
For once I agree. At least not in 1 in 36 head shot sort of way. However a gauss slug to the head should still drop a mech. That should just be really really hard to pull off.
#45
Posted 07 November 2011 - 03:40 PM
#46
Posted 07 November 2011 - 04:50 PM
#47
Posted 07 November 2011 - 05:10 PM
20-50 for clan & friend matches.
#48
Posted 07 November 2011 - 05:22 PM
#49
Posted 07 November 2011 - 05:45 PM
#50
Posted 07 November 2011 - 06:30 PM
One is matchmaking. Having a good matchmaking system with powerful tools to help minimize organization time, game finding time, and ensuring fair game setups is great. No one wants to spend over 10 minutes just finding a game.
Another is setup, loading, and preparation time. Again, no one wants this to take too long, but too short can also be detrimental, especially if the games are tactical objective based and require team planning.
Then there's the game itself. You definitely don't want any single game to take too long, otherwise it falls outside more and more players' entire available play session times. 45 minutes is probably the upper limit I'd look at for an online action game even with relatively complex game formats. Simple "deathmatch arenas" and the like should probably be even shorter, like 15-30 minutes.
#51
Posted 07 November 2011 - 07:13 PM
On the other quick and simple hit and run raids can be fun as well.
This will require much thought....
#52
Posted 07 November 2011 - 07:25 PM
lance V lance <4X4> (smaller map) =5 mins?
company V company <12 X 12 > (normal sized map) =15 mins?
regiment V regiment <36-40 X 36-40> << 3 X 12 mech companys + optional "Command Lance". Per side) =30 mins? (possible larger map)
1)lance V lance could be for starter pilots in light/medium mechs
1a) seperate version for heavy/assault pilots with a 10 min duration
2)company V company could be light/medium/heavy mechs (standard match type)
2a) medium/heavy/assault mechs
3)regiment V regiment could have A) light/mediumheavy
B ) light/medium/heavy/assault
C) medium/heavy/assault
Edited by wolf on the tide, 07 November 2011 - 07:27 PM.
#53
Posted 07 November 2011 - 07:36 PM
Edited by Glare, 07 November 2011 - 07:36 PM.
#54
Posted 07 November 2011 - 08:16 PM
#55
Posted 07 November 2011 - 10:17 PM
The underlying problem for longer fights, especially protracted firefights ends up being 2 primary issues which have been touched on by others so far in the thread. The first ends up being munitions running out. Energy weapons already have a natural bias, but this gets compounded the longer the match goes especially with the absence of melee attacks no matter how suicidal they seem. An "escape" mechanic for this is refitting and re-arming options. Unfortunately (or fortunately) the battletech universe doesn't really accommodate for such things very easily or in a very believable way mid fight. The second problem of an overly protracted battle ends up being the player. Not everyone has the luxury of dropping an unbroken hour or longer due to real life concerns and players dropping out of a fight mid match pretty much ruins it for both sides.
Personally I am not a fan of timed matches and much more prefer objective based victories or the ability to concede or have tap out rules as well. Let them take as long as it takes to determine a victor, but do not setup the objectives to draw out the fight more than it has to be. Granted, much of this may end up being a non-issue with coordinated alpha strikes on targets similar to what occurs in eve online (never had the pleasure of coordinated groups online in a mechwarrior game). However, the threat of that alpha strike focus fire is going to make folks gun shy and reluctant to engage if there are no respawn options as well (hell even in mmorpg games, people get rather gun shy due to ranged assailants clustered).
I think what it will invariably come down to more than anything else will be core map design that encourages team work, but not roaming zergs if for nothing else to encourage smaller skirmishes and reduce the fear of the 1 shot volley leading to a automatic or near automatic kill. Unlike FPS games, it will be rather difficult to break up a unit with any single quick or well positioned player, so the core design can't rely on a lucky hero or distraction as well.
It will be a tough balancing act for the dev team.
#56
Posted 07 November 2011 - 10:24 PM
People should always have the ability to drop out when they want (yes I know its a bit artificial but RL happens). Whether that with timer penalty for entering other battles is another discussion altogther. I don't beleive it's completely unrealistic to drop out and be replaced given that at times in battle people are often dragged off the firing line to do other things, even in the middle of a firefight. I know this for a fact having been in the army for many years. As for spoiling people's fun, well not really much can be done about that. It happens, who can tell really if it's due to a disconnect or someone ragequiting (beyond a chat announcement or guildie/friend notification of course)
Edited by Dozer, 07 November 2011 - 10:28 PM.
#57
Posted 07 November 2011 - 10:38 PM
Dozer, on 07 November 2011 - 10:24 PM, said:
#58
Posted 08 November 2011 - 01:37 AM
In addition, your team can have total of 20+ lives that you share with your mates. After the lives are gone, you lose. Along with a drop in/out mechanic, the game can broadcast when someone has left or disconnected from a battle scenario and then put someone new in there.
Can be even further enhanced where you can capture the enemy spawn point/base which will also end the scenerio.
This will promote more teamwork, longer battles if you opt for these scenerio's, bigger battles like battlefield...
#59
Posted 08 November 2011 - 07:28 AM
To add another layer to this, you could integrate the player replacement concept with the actual time of completion for each group together. For example, if one group completes the objective at say 5 minutes into the match, they move on to the next set with another group. Then as another match finishes, they get added into the new match as "reinforcements". Use any missing or players who drop out within the same mechanic. Then have a series of 3-5 segments adding players or eliminating them within the series as needed until the overall victor is determined by the house/mercenary unit/clan that the players are representing.
Edited by Phades, 08 November 2011 - 07:54 PM.
#60
Posted 08 November 2011 - 08:01 AM
Generally speaking, I will take the assumption that most rooms will be 'friends oriented. Even public rooms are going to have a significant amount of close friends playing together with the occassional 'oddball' who randomly joined regardless of which side an individual is on.Taking this into account, it is almost a given that most conflicts will be drawn out- with the exceptions of well-sprung ambushes, or the 'i am elite I shall win' player getting caught in crossfire and burned to a cinder.
In the latter scenario, it is merely an object lesson that one has to learn. Teamwork offers a slightly longer life expectancy than overreaching.
In the former scenario, it is simply a matter of superior strategy.If most of your players are slugging it out (lets say 16v16 or 32v32) but nobody notices that duo or lance of lights, you can't be upset if you end up with an assault or heavy chassis left and have to deal with harassing attacks from lights.
I think a decent option would allow for refits but not the same system used in the previous games. Allow partial refits. have a set amount of armor and ammumition replacements for each side. This would somewhat null the 'boating' concept. and force players to be a bit more conservative with their weapons. The only drawback i really see to said option, however, are spawn-campers.
Since MWO will take place before the Clan Invasion, the weapon's range will be equal so anyone refitting will have to be sure that their comrades are keeping the "support mechs" at bay till they can return to battle.
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