karoushi, on 19 May 2013 - 02:58 PM, said:
Some of these hardcore features would really need to have a high degree of material support behind them to actually function, nobody would want to play if they got their mech blown up every match and lost it and had to buy a new, it would have to be able to survive fairly well and there might even need to be some form of mech insurance (you'd have to pay for it so it wouldn't be free) to recover all or some of your loses so that people would not have to deal with losing everything.
Why wouldn't they want to play even if they get their mech blown up and lose it?
Let me give you an example of how it might work, in a slightly less hardcore mode.
1st match: Start with nothing except a small amount of money, so you get a cheap stock mech, maybe a Commando. Let's say you survive the match.
2nd match: You have more money, so you either upgrade your mech, buy a slightly better stock mech, like a Cicada, or save your money for an even better mech if you survive the next match. Let's say you save your money and survive this match.
3rd match: You can now afford a heavy stock mech, or some expensive upgrades for your smaller mech. If you spend all your money on, say, a Dragon, and die the 3rd match, you will have to start all over again if you lose it. If you spend some of your money on a Hunchback, you will still have enough money to get a new medium mech if you die.
Any player you see in a stock Assault mech has probably survived 5-6 battles. Maybe he won 4 and lost 1 by cap and still survived. Depending on how long you want to make the climb to a custom Atlas, you can change the C-bill and XP rewards of each mission. Maybe assault mechs should be so rare that you normally only see 1 on each team.
This would be similar to CounterStrike in that you start out with a pistol in your first match. If you win, you can maybe afford an MP5 in your next match. Win again, maybe an M4 and some armor. Win again, maybe a sniper rifle.
If only stock mechs were allowed, this kind of game mode would be a lot easier to implement, of course.
karoushi, on 19 May 2013 - 02:58 PM, said:
I am all for hardcore mode and in-fact making my game very hardcore but it becomes very definitely about balance at that point because if your game is so hardcore without balance users will see it as a punishment or even as a "job" just to play, not entertainment, not enjoyment ~ and they will leave for awhile until they assume it gets better or quit all together.
Balance is, as always, Key.
Well, most players don't want a game that is too difficult. That is why games today are a lot easier to finish than they used to be. In Diablo 3, I think I completed normal difficulty with 5 characters without dying once. In Diablo 1, try completing the game one time with each of the 3 characters without dying a single time. Most people can't do it, unless they're extremely cautious.
However, there are some games that cater to the people who want realism and difficulty. There's a "hyper-realistic" Fallout 3 mode where you constantly need to eat, drink and sleep, and where the difficulty of avoiding radiation poisoning is much higher than normal. Weapons do more damage than normal. If you die, you lose your character. Some people want that extra challenge. That's why it's called hardcore mode.