Mwo Game Mechanics Discourage Strategy
#1
Posted 13 April 2013 - 04:16 PM
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
Posted 13 April 2013 - 04:20 PM
Edited by Ardney, 13 April 2013 - 04:20 PM.
#3
Posted 13 April 2013 - 04:23 PM
Edited by Sanreal, 13 April 2013 - 04:23 PM.
#4
Posted 13 April 2013 - 04:34 PM
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
Posted 13 April 2013 - 04:36 PM
#6
Posted 13 April 2013 - 04:42 PM
Lefty Lucy, on 13 April 2013 - 04:36 PM, said:
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.
#8
Posted 13 April 2013 - 04:50 PM
#9
Posted 13 April 2013 - 05:00 PM
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
Posted 13 April 2013 - 06:43 PM
Durant Carlyle, on 13 April 2013 - 05:00 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.
#11
Posted 13 April 2013 - 07:24 PM
Sanreal, 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.
#12
Posted 13 April 2013 - 07:42 PM
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
Posted 13 April 2013 - 07:43 PM
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.
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