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Should PvE start when the Clans arrive
#21
Posted 10 June 2012 - 02:12 PM
The closest any PVE will be, is you can drop against bots, and even that might not make it to the final version.
you will need to wait a couple months before they implement dropping against bots as they are currently full steam ahead on adding PVP elements that incorporate a persistent universe.
They want to strike somewhere between World of Tanks and a full fledged MMORPG.
They will have no time for PVE of any kind.
#22
Posted 10 June 2012 - 02:20 PM
What one, as an example, could do, is this:
1) In any givin House you can for up with other House mates to fight for control of areas that are either player/player-comp/comp - controlled. That way people can switch between the different options. The rewards of the completed missions should be highest when vs. playecrs, and lowest vs. comp.
2)Any given player can form up on any missions, but will be penalized, with the "opposing faction in the missions", much like the faction system runs in EvE. So if your mission is to go take out an outpost in Davion space(and your own house is Marik), your "standing" towards Davion will drop drastically, making it that much harder to "switch sides. This option is mainly for the Merc corps, since citizens of each House dont defect that easily. Usually if you defect, you are banned for life, and will be shot on sight in the wrong sector of space.
3)Let there be a queue sysetm like WoT, that just gives you a mission, and done with. 3 steps. Choose faction, choose mission type, choose mech type..
These are just off the top of my head, and prolly has a ton of holes in them :-) So bare with me.
In general PVP should always have higher rewards than PVE, if the case arises, if it doesn't people will just turtle in pve and not really go into the PVP, which is the part that makes Mechwarrior funzor :-)
#23
Posted 10 June 2012 - 02:25 PM
![:P](https://static.mwomercs.com/forums/public/style_emoticons/default/sad.png)
#24
Posted 10 July 2012 - 09:32 PM
Allowing everyone to play clan, will be like, everyone on an overcrowded boat suiddenly all going to one side and capsizing the boat..............
#25
Posted 10 July 2012 - 09:40 PM
#26
Posted 10 July 2012 - 10:04 PM
Personally I would love to see a random generated Company (3 Lances of 4 mechs) put into scenarios. Say like vrs 2 or three waves of bots, or defend a postion from bots, or take an objective by eliminating the guards and then taking what they are guarding and get it back to thier drop ship, or perhaps get a scout mech to a certain point on the map and it has to be there for like 7 minutes. It's job is to record some date. While it is doing that the rest of the company tries to keep them alive and safe from enemy fire. Just a few ideas I have for PvE.
This is my opinion and it is no better or worse than anyone elses.
Cirran De Cours
One Happy Chien
#27
Posted 10 July 2012 - 10:24 PM
Because once you start catering to PvE types then you end up having to provide PvE loot to keep the PvE rats chasing the next bit of cheese. That means PvP sorts end up having to kill lame boss XYZ to get the same loot to stay competitive. While there is nothing inherently wrong with the examples you have given, let's be honest about the sorts of people that are PvE oriented and what keeps them interested. It is phat loot.
#28
Posted 10 July 2012 - 10:30 PM
#29
Posted 10 July 2012 - 10:41 PM
I'm sure PvE is very important for the sucess of the entire game.
#30
Posted 10 July 2012 - 10:43 PM
Sean von Steinike, on 10 July 2012 - 10:24 PM, said:
Because once you start catering to PvE types then you end up having to provide PvE loot to keep the PvE rats chasing the next bit of cheese. That means PvP sorts end up having to kill lame boss XYZ to get the same loot to stay competitive. While there is nothing inherently wrong with the examples you have given, let's be honest about the sorts of people that are PvE oriented and what keeps them interested. It is phat loot.
Well personally I have to disagree with you. What loot would there be in MWO? Mech parts? Chassis? or perhaps no loot and just moolah and exp, just like the PvP matches. Who or what would be a boss in MWO? I am not certain how either of these two examples you used would be in MWO. As to your last point. I am one of thoes "PvE rats" you seem to despise. I play PvE not for loot but to avoid PvP sociopaths or if you prefer E Peen comparers. Also I overall prefer Co Opertive PvE game play. Like what I described in my original post. One last thought, not all PvPers are sociopaths or E Peen comparers, but there are plenty that are.
This is my opinion and it is no better or worse then anyone elses.
Also, thank you for taking the time to reply to my post.
Cirran DeCours
One Happy Chien
#31
Posted 10 July 2012 - 10:50 PM
Ashmodaii, on 10 July 2012 - 10:41 PM, said:
I'm sure PvE is very important for the sucess of the entire game.
So they lose. Maybe a whole lot. But the thing is, if they keep at it then they will begin to get better and learn the nuances of the game.
#32
Posted 10 July 2012 - 10:50 PM
You could have IS pilots playing a "Dungeon" style maps: 12 IS Player "Raids" on Clan installations and mech bases. This would give you fights like 12 IS Player mechs vs 3-5 Clan "Elite" Mechs at a time. Even "Loot" to be had by all in the form of salvage. But then would you try to force in "Boss Fights"?? That would be a stretch IMO.
I just want some way to eventually be able to roll Clan Mechs... Mad Dog, Timber Wolf, Summoner, Warhammer, Shadow Cat.
It would be cool to be able to "Unlock" Clan mechs by doing PVE "Raid" style Missions -- On second thought maybe that would not be so cool. I do not know. I am a Clanner at heart, I suppose.
#33
Posted 10 July 2012 - 10:56 PM
#34
Posted 10 July 2012 - 10:57 PM
SuperClone, on 10 July 2012 - 10:50 PM, said:
A better way would be for the Clans to be actual playable factions with thoroughly modified economy and roles; It should stress individual skill as opposed to the teamwork of the inner sphere and reward players who can uphold zellbrigen.
#35
Posted 10 July 2012 - 11:22 PM
Every bit of canon states that the clans lost the fights they did because of their own honor system.
So how are we to balance out superior weaponry when the players are by default going to play clan mechs differently than the way they are suppose to by clan upbringing?
Be honest munchkins, none of you are even going to try to follow the clan bidding or honor system, which is why pve doesnt work for you, as it would require following canon.
Edited by Kyle Lewis, 10 July 2012 - 11:33 PM.
#36
Posted 10 July 2012 - 11:30 PM
Kyle Lewis, on 10 July 2012 - 11:22 PM, said:
It's funny you should say that, since most of the whining I hear is from IS players about how the clans are stupid and ruined battletech or some other pissy schmonce.
And I say yeah: let people play clan and when they're too stupid to obey Zell (by insisting on back shooting and ganging) let the system spank them with piddly ammounts of cash.
#37
Posted 10 July 2012 - 11:41 PM
Ashla Mason, on 10 July 2012 - 11:30 PM, said:
And I say yeah: let people play clan and when they're too stupid to obey Zell (by insisting on back shooting and ganging) let the system spank them with piddly ammounts of cash.
I actually like the clans, but because of the story of the clans. Not becuase of the superior equipment. If they were actually played like the books then they could be fun to play against. Main reason I havent selected a faction is because i dont know if they would actually be played with the same mentality as the established canon would dictate. My whole purpose in playing this game is to be apart of the story as it was intended not as some powergamer convention.
#38
Posted 10 July 2012 - 11:42 PM
Ashla Mason, on 10 July 2012 - 11:30 PM, said:
And I say yeah: let people play clan and when they're too stupid to obey Zell (by insisting on back shooting and ganging) let the system spank them with piddly ammounts of cash.
It is human nature to be drawn to the "most powerful" anything in life. Personally I have found in the Table Top that the Clan Mechs are powerful but have major issues with heat and are not the most armored of foes. My Table Top players quickly adapted to the Clans and can handle them well enough. It is the video game series where the Clans are portrayed as OP. If heat and heat management is not a serious issue in game then the Clans will be problematic.
as for not obeying Zell. What you type is true but as soon as one Inner Sphere pilots shoots a Clan Mech already engaged. Zell goes out the window as the IS pilot has proven he is honorless and the Clans Pilots are now released from having to engage one v one.
This is my opinion and is no better or worse then anyone elses
Cirran DeCours
Edited by Cirran, 10 July 2012 - 11:44 PM.
#39
Posted 10 July 2012 - 11:56 PM
Cirran, on 10 July 2012 - 11:42 PM, said:
It is human nature to be drawn to the "most powerful" anything in life. Personally I have found in the Table Top that the Clan Mechs are powerful but have major issues with heat and are not the most armored of foes. My Table Top players quickly adapted to the Clans and can handle them well enough. It is the video game series where the Clans are portrayed as OP. If heat and heat management is not a serious issue in game then the Clans will be problematic.
as for not obeying Zell. What you type is true but as soon as one Inner Sphere pilots shoots a Clan Mech already engaged. Zell goes out the window as the IS pilot has proven he is honorless and the Clans Pilots are now released from having to engage one v one.
This is my opinion and is no better or worse then anyone elses
Cirran DeCours
Zell stays an issue if it becomes more then just a quirky thing that the clans suffer from; If obediance to zell forms the basis of the Clan economy then players will have to think long and hard about whether it is really worth it to jump in on someone elses fight or to charge an atlas. Because once they start doing things like this, they start getting penalized for violating Zell.
#40
Posted 11 July 2012 - 12:03 AM
Sean von Steinike, on 10 July 2012 - 10:24 PM, said:
Because once you start catering to PvE types then you end up having to provide PvE loot to keep the PvE rats chasing the next bit of cheese. That means PvP sorts end up having to kill lame boss XYZ to get the same loot to stay competitive. While there is nothing inherently wrong with the examples you have given, let's be honest about the sorts of people that are PvE oriented and what keeps them interested. It is phat loot.
Were this a typical World of Warcraft MMO, you might have a point. The simple solution for this is to have missions only grant rewards in terms of C-Bills or Experience, or both.
Personally, I'd love to see an ongoing side story having to do with a major conflict in the BT universe, or - as said before - with the Clans arrival in the Inner Sphere. Clan Mechs and Clan Tech have traditionally been game-breakers in BT games - especially so in MechWarrior IV and Mercs, where a clan gun boating BK or Nova Cat would easily take out an IS mech.
I don't want to see that in this game. I don't want to see this become a two-sided hill humping event where the entire match is dependant on who can pop over the hill second and nail the first one the fastest.
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