Mchawkeye, on 08 November 2011 - 02:49 AM, said:
Greetings.
it has come to my attention that many people keep saying things like 'on the TT...such and such is true and there fore that should be true here'. This seems to be especially true of many of the mechanical aspects of the games, like targeting.
Yes, you're absolutely correct. This is not TT battletech. To be honest, if you were to implement such a system like TT Battletech, the game would be rather bland and boring - it'd look more like MegaMek than an MMO.
On the other hand, however, this is an
MMO GAME which incorporates roleplaying elements of it's own. While it does, in a way, reboot the entire Battletech/MechWarrior simulator experience, it is still, at it's heart, a roleplaying experience. You are logging into your character to play a role in a game. You are using unique skill acruement and stats to improve your piloting experience, and you are immersed into a unique component that is part of a much larger game.
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It's a topic that seems to pervade a lot of the topics on the board.
While I understand that, it isn't how I see it.
I see the Mechwarrior games being a separate branch of the Battletech universe, based on the same canon and background as the TT and the RP, related to both but born of neither. Mechwarrior the computer game is not trying to be an incarnation of the TT.
They are simply different systems attempting to describe the same actions.
Hi! You must be new around here if you think MechWarrior Multiplayer did not incorporate RP. Even as far back as NetMech, league play encorporated Roleplay and Metagame. It was an important part of the NM experience, and this carried over into MW3 and MW4/MW4:M league play as well. This was carried to logical conclusions with Net BattleTech's Forum RP and Fanfiction, as well as their league management system which allocated salvage and territory to victorious units. Units actually immersed themselves in the Universe and Roleplay.
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Mechwarrior is a simulation. The constraints it works too have a different solution to the dice rolling systems employed outside of the computer. As a computer game, the challenges are different, both from a piloting point of view and a game balance perspective. I think it's silly to hold one up against another as proof of something being right or wrong; what works in computer world may not work on the TT and vice versa, and shouldn't be expected to.
Unfortunately, one of the problems that you get when you seperate the RP components of a game, such as the support, scout, information warfare/ECM, and shooter characters, is that you end up with a simple First/Third Person multiplayer shooter that just HAPPENS to occur in large machines rather than small characters. Min-Maxing occurs. It doesn't matter that there's a large amount of content out there, that 7 ERLL Nova Cat can alpha 5 times before a forced shutdown! That BK can sling five PPCs while poptarting! That LRMing Daishi is a one-hit-killboat!
RP and Storyline elements also drive players. This has been demonstrated by the majorly successful MMOs out there - Even EVE has a metagame and storyline events.
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I just think people should bare that more in mind when putting forth their expectations of the game.
Or am I completely wrong?
No. I just think that many people on here want a repeat of Mechwarrior 4: Mercenaries, where they can set an entire battle behind a hill, pop up, gauss, rinse, repeat and respawn.