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Feature Request: Group Testing Grounds - For Clan Trials, Training, Meetings & Just Hanging Out


3 replies to this topic

#1 Geeks On Hugs

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Posted 12 March 2014 - 11:04 PM

I think it would be very useful if a group leader could chose to launch a testing ground map instead of a battle. The group leader could also select to have or not have target mechs.

This would be usefull for:
  • Trials
  • Training
  • Meetings
  • and More!
This would otherwise work like the single player testing ground but with a group from your clan or unit (or other friends). What do you guys think?

Edited by Geeks On Hugs, 12 March 2014 - 11:05 PM.


#2 Gofer

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Posted 13 March 2014 - 10:39 AM

This would be a GREAT idea and a GREAT feature. It would allow a group leader , or even a handful of lance mates to take a walk around a map, with no stress... to identify locations to defend and to attack from, to places to test tactics in. This would allow a real group to get in there and run a map.. what could be better? And we all know that more friends playing = more people playing for more time = stronger community of MechWarriors.

That said, another feature along with group lead selecting that test mech's be toggled on/off the Dev team should consider this:
(1) Devs Set permanently set base armor rate on training mechs to max chassis armor rates (Realism)
(2) Group Lead Option: allow the lead a toggle button to "buff" the training mechs armor rate to 3x normal. (This would allow for extended training sessions without quick kills on training mechs)
(3) On Practicing Player Mechs: Any variation of Arty strike, Air strike that is discharged in Training grounds shall be automatically restocked FOR FREE on the mechs that were training. (All other ammo costs are free currently.... a charge to practice with the ArS and AiS should NOT be associated with training.)
(4) When in a lance or larger group - the team lead features should be enabled an allow for a team lead to provide map markers and issue flanking / defend / assault commands. (This would train leader to be more fluid and proficient, and allow the trainees to learn the objective/command symbols and practice movement)

Also a Change to Training Grounds Exit condition:

When a team lead (or individual if solo dropping) leaves the TG, we should be provided with a summary of stats similar to when we leave a game except as follows: The game should provide, for each player: Overall damage, weapon damage by type and accuracy. This would allow team lead's and individuals to see all performance information upon exit.... the screen should linger for a minute then eject player.

I believe that if these changes were to be incorporated, the Devs would see ALOT more use of Training Grounds to teach players to enjoy this game better and hone better skills along the way.

Edited by Gofer, 13 March 2014 - 10:48 AM.


#3 Moromillas

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Posted 14 March 2014 - 07:47 PM

At first, I was thinking yes, this is a good idea. Without the trials you don't even know what rank everyone is.

Then I realized that each match takes up a piece of hardware over on PGI's end, something that costs money. For it to be spent on just hanging out or even a trial of position, it's not a very good use of the hardware.

If players could make their own servers using the client for something like this, I suppose that wouldn't be a problem.

#4 Durant Carlyle

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Posted 14 March 2014 - 09:10 PM

Training Grounds is local to your machine only. That won't be changed.

Private matches will be good for things like you ask for.

Team meeting? Set the match timer to max, and if the meeting goes longer, launch another match.
Training? Same thing.
Trial of Position? Yep, works for that too.

You want to just hang out for an indefinite period of time ... go play an RPG. Neverwinter and Tera are both good at the "hanging out" thing. I'm sure there are others...





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