Jump to content

Mwo Game Mechanics Discourage Strategy


  • You cannot reply to this topic
12 replies to this topic

#1 Sanreal

    Member

  • PipPipPip
  • 67 posts
  • LocationWashington, U.S.

Posted 13 April 2013 - 04:16 PM

The mechanics of MWO do not encourage strategy. Premades can manage some only because of 3rd party VOIP. But for PUGs, the only strategy is to stay with the group. The problem begins with scouting:

Scenario: I can see 6 enemy mechs in mid, but I have no way to communicate this to my teammates, unless I were to try and type it. But to type it would mean taking my hands off my piloting, and therefore would likely result in my death. I can radar lock a single target (unless there's ECM, in which case, gg), but that single target doesn't tell my team anything useful. I can't convey to them that they are about to get rushed by 6 mechs. Instead, they see one mech that I have targeted, and so they pop out one at a time in order to shoot... but instead die to one team alpha.

Furthermore, splitting up to flank or surround an enemy team (you know, tactics) usually results in loss, 90% of the time. Because there just isn't any realtime coordination without voice chat. Everyone attacks one at a time, so the enemy group just turns and focus fires each target. ECM only compounds this problem, encouraging group mobs and preventing any scouting.

So here's a simple solution, Battlefield style: give scouts (or any player) the ability to mark targets, whether they be ECM'd or not. These targets can stay marked for 3 seconds. They don't need to be radar-lockable by teammates, but teammates should at least be able to see the icons indicating enemies. This should work at any range.

An expanded Commander role would be very helpful as well, but even a Commander won't make much difference if scouts can't effectively communicate to him. And by expanded Commander role, I really mean the ability for the Commander to see all his lances, know what weapons they're carrying, and be able to set multiple waypoints, either by lance, or individual mech.

For a game that's supposedly all about teamplay, MWO has no mechanics in place that encourage any. Quite the opposite. I'm sure premades feel differently, but that's only because they have voice chat. There is nothing more frustrating than scouting, and knowing it makes no difference.

#2 Ardney

    Member

  • PipPipPipPipPip
  • The Defiant
  • 171 posts
  • LocationCalifornia

Posted 13 April 2013 - 04:20 PM

Or they could just finish implementing the integrated voice solution...

Edited by Ardney, 13 April 2013 - 04:20 PM.


#3 Sanreal

    Member

  • PipPipPip
  • 67 posts
  • LocationWashington, U.S.

Posted 13 April 2013 - 04:23 PM

Anything would help. But adding marked targets would still be more useful than trying to shout into crowded comms. For one thing, it shows enemy positions.

Edited by Sanreal, 13 April 2013 - 04:23 PM.


#4 zolop

    Member

  • PipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 284 posts

Posted 13 April 2013 - 04:34 PM

Check this link, REvised battlemap

https://twitter.com/...9643392/photo/1

From...
http://mwomercs.com/...dated-april-12/

I am not sure if you need to have the command module for this. Current missions would need to be duplicated and renamed "Commander Conquest/Commander TDM" with 1 extra slot per team. Make it so people can cast a vote to enable or kick a commander out of the commanding role.

Basic Commander Mission Parameters

Commander Conquest/Commander TDM

-Static Dropships with working hatches are placed at the start area of each team.
-Player is voted to command, or randomly picked if no votes are cast.
-Votes are allowed to be cast on oneself.
-Highest vote for that member of the team takes the commanding role.
-Commander has his mech put inside of dropship at the start of match, at any time he can turn on his mech and pilot it out of dropship. He willl lose giving orders and not be able to switch to his team views while outside of dropship.
-Commander must Lower Dropship outside hatch to leave dropship
-Dropship inside areas are exposed while hatch is open and weapon hits cause critical hits to dropship
-Commander has 2 leadership abilities, Sending out orders to Lance Leaders/Mechwarriors and Able to switch between mech views and Battle UI at any time.
-Any commander outside dropship can not use any of his Leadership Abilities.
-A teams dropship destroyed team loses match
-If commander is kicked out of Commander role, after initially voted as commander, dropship hatch opens and mech automatically pilots out. Dropship outside hatch closes. Voting is recast as commander and the new elected commander must enter the dropship to be able to take leadship abilities.

This is just a basic idea, trying to make it as close to the OP idea.

Edited by zolop, 13 April 2013 - 04:55 PM.


#5 Lefty Lucy

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 3,924 posts
  • LocationFree Tikonov Republic

Posted 13 April 2013 - 04:36 PM

Allow it to be a function of the BAP.

#6 Fate 6

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 2,466 posts

Posted 13 April 2013 - 04:42 PM

View PostLefty Lucy, on 13 April 2013 - 04:36 PM, said:

Allow it to be a function of the BAP.

That would actually be quite good. Make scouts actually have to plan on scouting. Jenners and Cicadas like myself will still not give a care about BAP, but scout mechs what the 3L is SUPPOSED to be will be able to actually scout.

#7 Sanreal

    Member

  • PipPipPip
  • 67 posts
  • LocationWashington, U.S.

Posted 13 April 2013 - 04:44 PM

View PostLefty Lucy, on 13 April 2013 - 04:36 PM, said:

Allow it to be a function of the BAP.


Interesting idea; I'd take it.

#8 Lokust Davion

    Member

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 927 posts
  • LocationNew Avalon, Inner Sphere.

Posted 13 April 2013 - 04:50 PM

maybe they should implement scouting along the lines of battlefield 3's. aim at the target and press Q to automatically send by team chat or prerecorded radio chatter telling the team something like "enemy sighted on D3".

#9 Durant Carlyle

    Member

  • PipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 3,877 posts
  • LocationClose enough to poke you with a stick.

Posted 13 April 2013 - 05:00 PM

Or, you know, you could take a look at the enemy, back off a few meters so you're not in immediate danger, and type out what you saw. Or if you're moving, you could turn in a direction that would take you behind cover and do the typing while your 'Mech is moving.

Like the rest of us who actually scout do.

In other words ... if you are scouting but not letting your team know what you see through chat ... then you're not really scouting. Right now, that's the only viable option, dangerous or not. If they change it, it's not going to be for months down the road.

#10 Sanreal

    Member

  • PipPipPip
  • 67 posts
  • LocationWashington, U.S.

Posted 13 April 2013 - 06:43 PM

View PostDurant Carlyle, on 13 April 2013 - 05:00 PM, said:

Or, you know, you could take a look at the enemy, back off a few meters so you're not in immediate danger, and type out what you saw. Or if you're moving, you could turn in a direction that would take you behind cover and do the typing while your 'Mech is moving.


You're making a lot of assumptions. Thanks for the condescension, but I scout quite well. All the same, I can try and type while I'm dying, but it still doesn't give a lot of useful information to my team except for a very vague sense of 'enemies!' or 'danger!'. Meanwhile, any of my teammates who poke out their head to look get a full broadside to their face before they even know how to position themselves for a counter-attack. And in the case of my scenario, a full rush in the middle of Forest Colony, I did scout it and report it to my team, and they still died before they fully realized the severity of my warning. Marking targets, however, would instantly convey all relevant information and there wouldn't be any need to delay your scout info by typing out information while making yourself vulnerable. It's just good game design, the critical point that you are completely ignoring.

#11 Deathlike

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 29,240 posts
  • Location#NOToTaterBalance #BadBalanceOverlordIsBad

Posted 13 April 2013 - 07:24 PM

View PostSanreal, on 13 April 2013 - 06:43 PM, said:


You're making a lot of assumptions. Thanks for the condescension, but I scout quite well. All the same, I can try and type while I'm dying, but it still doesn't give a lot of useful information to my team except for a very vague sense of 'enemies!' or 'danger!'. Meanwhile, any of my teammates who poke out their head to look get a full broadside to their face before they even know how to position themselves for a counter-attack. And in the case of my scenario, a full rush in the middle of Forest Colony, I did scout it and report it to my team, and they still died before they fully realized the severity of my warning. Marking targets, however, would instantly convey all relevant information and there wouldn't be any need to delay your scout info by typing out information while making yourself vulnerable. It's just good game design, the critical point that you are completely ignoring.


They need a "voice messaging system" like they do in CS and many FPSes.. that is what is necessary to improve the teamwork aspect.

CAPS are a great way of getting attention in game. Just don't abuse it. B)

#12 Asmudius Heng

    Member

  • PipPipPipPipPipPipPipPipPip
  • Survivor
  • 2,429 posts
  • Twitter: Link
  • Twitch: Link
  • LocationSydney, Australia

Posted 13 April 2013 - 07:42 PM

See Battlefield 2 for some good ways to show how you can communicate.

A great commander mode + each players can spot things, call for help and many other abilities that show up clearly on the map and audio cues.

This is what they need to take a lesson from. As a scout i would like to aim at a location and press a key to say enemy spotted which would show on the HUD of the team (or lance) and on the overhead map. With so much ECM this would make visual scouts much more valuable - there are a ton of other comands that should be done by poiting your reticle then pressing a communication button and sleecting the communication you want which would be self targeted or reticle targetted. Commanders get more use on the big map of course.

#13 General Taskeen

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • 5,737 posts
  • LocationCircinus

Posted 13 April 2013 - 07:43 PM

I guess I need twitter to see what Devs are doing or saying these days...

And the Battlegrid is largely pointless to draw up grand, tactical schemes for such short matches. Sometimes a commander would take the seat, and just tell the team to go where everyone already goes to.

If there was a separate, respawn type game mode like MW:LL's Terrain Control, the Battle Grid would be more functional for a longermatch that goes back and forth as commander's react to attack's and order counterattack's, etc.

Edited by General Taskeen, 13 April 2013 - 07:46 PM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users