First of, I like that you guys kept the OmniMech restrictions on armor and "hardwired" components, you are the first game to do this. But I've said it before and I'll say it again, the mechlab implementation of MWO's "BattleMechs" has made omnitech itself obsolete.
I think that the game would have truely benefitted from a more elaborate system for customization by adding things like a crew of technicians and a player owned facility that could be upgraded. Gameplay would be enhanced even more so if elements like parts and ammo shortages were introduced along with a repair and rearm system. But it's far too late for such a thing at this point, now everybody can simply copy paste the best available build. It doesn't really create the "diversity" many people claim the game has.
I understand why you nerfed Clan tech, the abuse would have been too great. Though I greatly lament that you didn't hardwire zell and bidding for Clan players, even a game as simple as MW2 had a point system for honor (and loss of honor). We could do so much more with today's technology. There's no identity for the Clans outside of their technology, they have effectively become a hardware store again like in the MW4 days.
Come to think of it, none of the factions in the game have any sort of identity to them, a shame really when you consider that most of them have fleshed out histories and cultures.
But anyway, back to the Clans, how would you even handle the invasion with them? Even with the proposed CW they wouldn't have any interesting story attached to them. It would still be same eternal grind only now with a different tech base involved.
In short you are creating nice looking models for mechs, but you aren't doing anything interesting with this game. People will get excited about Clan tech and mechs, but this excitement will fade away eventually.
Edited by Stormwolf, 19 December 2013 - 11:06 AM.
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