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If It Works For Maps...


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#1 Ziogualty

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Posted 18 December 2013 - 06:45 AM

We already see how could work for map: take one, shift lighting from day to night and you'll get something PGI can sell for "a new map".

It "seems" the same happened for gamemodes: just delete the lines of codes regarding base capturing plus deleting the base models from maps and bang! You'll get a new fresh gamemode!

Now i'm asking myself: based on working timeline it should work like this:

1) make the maps.
2) ADD bases and capture mechanic

So i'm asking why "Skirmish" was not the first implemented gameplay mode, followed then by Assault.
It sounds more logical.
Plus this could give PGI to better design the so called "bases" (i remember in the beginning bases are just 4 squared-positioned beacons).

Any idea?

Edited by Attank, 18 December 2013 - 08:18 AM.


#2 Rhaythe

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Posted 18 December 2013 - 06:47 AM

Because the community cried for a non-cap game mode. My bet is that PGI never intended this mode to be released, but realized that it could be developed for minimal effort and said, "Why not?"

#3 9erRed

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Posted 18 December 2013 - 10:03 AM

Greetings all,

Reference the game modes:

This new mode is just the starting intro for the Community warfare aspect of the game, we need may types of modes to correspond to all the different types of "contracts" that may be offered. This latest mode will further be expanded to include an actual "Defendable Base" (no more resource collectors) with turrets, walls and a command element. The last indication from the turrets post stated there would be "power elements and targeting control centers" added. So that mode of play will fill the role of the "Defend/Assault Mission"

The earlier two modes we have been using (testing) have been used to refine art assists, Mech.'s, and weapons. They introduced various terrain types to allow combat and again "Test" the functionality of different area's of the code and elements. As the library of designed environments and materials grows we should see map types and locations grow proportionally. The earlier maps have been used to gather stats and dynamics of play, built initially to get the pilots and Mech's into battle fast and start collecting info.

The details on all the types of game mission Contracts, or reasons for the battles to be fought in the first place has not been finished yet. [still in design stage] See here: http://www.mwomercs.com/theplan#1.26
Posted Image

So the entire reason for any fighting is still only at 12% to 15% design stage, this directly effects what is proposed/designed for map locations and types. There needs to be a plan or a direction for the map creating team to follow as opposed to just randomly designing maps, and I'm sure PGI has one. (we just haven't been told yet how detailed that direction/plan is)

The latest info release on map layout and design has stated that the "resource collector objects" will probably only be used for the "conquest" type modes, and all the other types will see new items appear that work with those modes.
(actual defendable bases, turrets, maybe even a Dropship as a capture item, the possibilities are actually endless if the design and build time is placed into each.)
If we add in the update to the CryEngine, DX11, and all the new features and graphics enhancements this will give to the design team, we should see maps start to appear on a much faster timeline than we currently have. Most of PGI's time has been spent in implementing the UI2.0 feature and almost everything depends on it being in place to "plug in" all the new modules. And maps would be one of these items, but as I stated, as the design team builds knowledge and reference material the products will happen faster. With literally 100's to 1000's of places/planets that battles will happen we need a vast amount of terrain and locations built. [lets hope that once the "bottleneck" UI2.0 is in place that map creation and design can be really pushed to "full steam" output.]

9erRed





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