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Advice For The Mwo Universe For Community


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#1 SilverMalachite

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Posted 18 March 2014 - 11:14 PM

For the DEVs

Some suggestions, Off the top of my head...

It is no small feat I understand... :(

Maps:
  • For every solar system at lest 5-15 individual maps.
  • Covering the different situations / Bases / locations / missions... E.g: Supply lines / ambushes / Defensive(factories, Bases, frontlines, specialist missions.etc) / Offensive situations (Attacking enemies staging point, Covert OPS, Disrupting supply lines. etc)...
  • Not only view One Solar system, As an strategic advantage/disadvantage but every planet. E.g: (Spoils of war, Materials for production, Factories, Political Icons, Populations, Food, Minerals etc)...
I see it all the time, That being a Beautiful platform with lacking/limited options within regards to the world you are being given, & not truly expressing nor allowing the game to cover the range of aspects that should & could of been covered. Rushed basically.






Interstellar travel:
  • Don't hold back, Make an Universe not a playground.
  • So is MechWarrior Online only going to offer War or something to fight for & over... Besides the "Spoils of war".
  • So "Drop ships" ... Are there going to be implications on travel?
  • Are you going to hint or add a personal touch?
  • I know its MechWarrior not Star Citizen.
  • What does the lore say.
Outer space battles on the drop ships would be the answer... I remember doing that in previous MechWarrior titles. The scenario more so.



It will save a lot of BS from being put to the table



MechWarrior / modules / weapons / etc availability:
  • Sensitive documents... E.g: Base locations / Battlemech designs / Planet info / Trade routes / Local geographical info (solar systems/planets) etc...
  • Certain Battlemechs only available via documents/location?
  • Production of modules / ammo / weapons / Armor types etc...
  • ???
For the map designer: To aid you in your massive undertaking if deemed worthy by the DEVs...


A program that generates maps.
  • Type in requirements, E.g: Planet type / size / height , depth / General setup... Press click. & you should only have to smooth the edges & bumps so to speak, Finish it.
  • It is not impossible, You know more then myself with what needs to be done to make the said program.
???:





Thank you for your time


Keep up the good work


:P

Edited by covert69, 18 March 2014 - 11:19 PM.


#2 DI3T3R

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Posted 19 March 2014 - 01:58 AM

- The IS has 2000 solar systems, and you want a minimum of 5 maps for each. That's a lot to keep track of.

- You want to add several new ressources that will be fought about. Actually, I like that. Why would a Mech-factory give a discount on Mech-prices if you cut it off from supply-routes?

- AFAIR travel will be in real-time -> 1 week from system to system

- no dropships on the battlefield

- you can found personal units or fight as a Lone Wolf

- information warfare would mean that we need spies and that we have to cut off some factions completely from certain equipment/modules

- Automated Maps? Are you out of your mind? Have you ever played MegaMek (freeware-version of Tabletop)? You have no idea how patchy and unbalanced randomly created maps are. Starting position is everything on them.

#3 SilverMalachite

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Posted 20 March 2014 - 02:30 AM

  • Why not. You afraid?
  • Discount because of surplus.
  • Yeah I knew that already ;)
  • The drop ship in space, Would be the battlefield :wacko: that's where I was headed...
  • ? Cool
  • No you would not need spies, Why because when you conquer the planet / solar system / factory / base you would obtain certain documents. Plus this would support the factions identity & individuality, You know Battlemechs & technology...
  • No I have not played mega map... & I was not suggesting that... I was giving advice on creating maps.
  • Are you out of your mind?


Thank you for your time

Edited by covert69, 20 March 2014 - 02:31 AM.


#4 SilverMalachite

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Posted 29 March 2014 - 01:42 AM

Start small war certain areas where the war breaks out via referring to MechWarrior Lore, & branch out.

#5 PenitentTangent

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Posted 29 March 2014 - 06:49 AM

I'm sorry Covert, but I think you are dreaming a bit too big. i don't think procedurally generated maps or space combat is feasible. I'm also only foreseeing at most 2 or maybe 3 maps per planet. most likely 1 map.

Building anything in MWO is expensive, prohibitively so. I believe they mentioned once that it costs about $200,000 per map and $60,000 per mech with 3 variants. In-game assets are extremely hard to make, especially at the quality that is MWO and with cryengine. Programing space combat would be ridiculously hard. It'd be making a whole new MWO from the ground up. Very few of the functions would transact over from mech program to aerospace programs.

Sorry to burst you bubble.

#6 SilverMalachite

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Posted 02 April 2014 - 12:05 AM

For Penitent

No need to be sorry & there has been no bubble busting to date.
  • I'm not dreaming
  • One more time... I am not talking about randomly generated maps. Am I the only one who gets that. (Am I ********?)
  • Every map in game has its own gravity, Just find the sweet spot (up or down?). How did people fight in the sea back in the day? (they boarded the enemies ship)
  • Once again... What are you afraid of? Getting your moneys worth?
  • We already have a space map... Right?
  • Trust, & Let them worry about financing MechWarrior Online.
  • Seriously. What type of MechWarrior Universe are you hoping for?
  • You are making a big deal over them doing their job.
  • Ridiculously hard? Ouch, Be nice now.

Penitent it kind of feels like you are deliberately throwing spanners in the works, Not trying to help build MechWarrior the way it should have been done, To begin with.

PGI, Look at your competition...
  • It is not just hawken...
  • Its Eve online
  • Its Star Citizen
  • ?
  • ?
I agree totally different games...


Besides?
  • EVE Online, has an extensive Universe to explore, Fight over, control, you name it, Owned by human pirates or Locals who call it home.
  • Hawken, Has in depth configuration & is more arcade FPS, Not "The thinking mans FPS".
  • Star Citizen, Is going Have what Eve Online offers & the Personal Simulation immersion, Plus the ability to board the enemies ships.
  • I know they entirely different games. <-----------------<<<
  • But you can bring more players to MWO by adding them dimensions to MWO.
  • & it is the way it should be done, Anything less is a waste of my time, & yours...
  • Where's your heart & passion for games, Is it drowning under all that money & dead lines?
  • (Call it what you will)
You talk of War, Economy, Culture, Spoils of war, Immersion... You name it...

Do you even know what your up for?

You should be creating a Universe not a play ground. Life its self.
Everything the MechWarrior lore gives and more. Not some half assed imitation of what has passed. Just for a quick buck!!!
Shame on you if so...
Not some Clone made in a lab.

Are you a troll Penitent?

Edited by covert69, 02 April 2014 - 12:06 AM.


#7 PenitentTangent

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Posted 03 April 2014 - 06:57 PM

I'm not afraid of anything and I'm not saying all this just to be a troll. I'd happily compare this game to star Citizen. They share the same engine and they have a similar origin. Star Citizen has a 205+ crew and have earned 41 million last I checked. They have an innate knowledge of cry engine and yet they don't even have the dog-fighting module out after fourteen months. MWO has a crew of 45 and half that budget. Sure, they've been around a bit long (a year, I believe), but they started out with a hand full of people and slowly built up their crew. Star Citizen also started small, but its growth was exponentially faster than MWO.

View Postcovert69, on 02 April 2014 - 12:05 AM, said:

  • I'm not dreaming
  • One more time... I am not talking about randomly generated maps. Am I the only one who gets that. (Am I ********?)
  • Every map in game has its own gravity, Just find the sweet spot (up or down?). How did people fight in the sea back in the day? (they boarded the enemies ship)
  • Once again... What are you afraid of? Getting your moneys worth?
  • We already have a space map... Right?
  • Trust, & Let them worry about financing MechWarrior Online.
  • Seriously. What type of MechWarrior Universe are you hoping for?
  • You are making a big deal over them doing their job.
  • Ridiculously hard? Ouch, Be nice now.





I reread what you said earlier and I think i've figured out what you meant. You didn't mean maps, did you? You meant whole planets. Well, they've already got a whole catalog of planets, so they do not need to make new ones.
Cry engine is designed to use a very basic form of Newtonian physics. Its not designed for advanced gravity changes. the devs gave it a try at 0.5 Gs and all of a sudden, spiders could fly straight off the map. They cannot change gravity, period. They whole thing about "This planet has 0.9 gravity," is actually a rouse, its all 1.0 G.

Also, when I said space combat, I was referring to what you said, which was battles on space stations. Things well away from planets that do not have enough mass to generate a sufficient gravitational pull.


I'm sorry, but your post sounded very spiteful, accusing me of "deliberately throwing spanners in the works" and asking me "Where's your heart & passion for games, Is it drowning under all that money & dead lines?"

I'm just pointing out what we can do and what is presently impossible within the bounds of our present situation. Dreaming big is great and all, but reality can be harsh.

There has never really been a game that has successfully done what you have described. Some have tried and failed. Planetside 2 is an excellent example. Its a great game, but its strictly combat with nothing else. And even then, the territory control they have is still very shoddy and messed up.

Some new games look promising, Star Citizen being the leading game in this field. But I don't think even that game will be quite what we both are looking for.

Edited by PenitentTangent, 03 April 2014 - 07:47 PM.


#8 Lukoi Banacek

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Posted 03 April 2014 - 07:06 PM

View PostPenitentTangent, on 03 April 2014 - 06:57 PM, said:

MWO has a crew of 45 and half that budget. Sure, they've been around a bit long (a year, I believe),


Just to keep things accurate, discussions were completed in March 2009, development teams started working on this newest MW game. That is 4-5 years....much more than a year. Closed beta started in May 2012 (almost two years ago) and the developers decided to stop calling this a beta almost seven months ago.

Edited by Lukoi, 03 April 2014 - 07:07 PM.


#9 PenitentTangent

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Posted 03 April 2014 - 07:18 PM

View PostLukoi, on 03 April 2014 - 07:06 PM, said:


Just to keep things accurate, discussions were completed in March 2009, development teams started working on this newest MW game. That is 4-5 years....much more than a year. Closed beta started in May 2012 (almost two years ago) and the developers decided to stop calling this a beta almost seven months ago.


I'm sorry for the confusion, I was referring to when closed beta started. The same with Star Citizen, if you consider the hangar module as an alpha/beta.

Regardless, I was off.

Edited by PenitentTangent, 03 April 2014 - 07:47 PM.


#10 SilverMalachite

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Posted 15 April 2014 - 11:49 PM

For Penitent

Understand where your coming from.
I apologize if you go offended, I was only being honest, & I agree reality is harsh at times.
  • Why focus on the failures of others?
  • Take note of course, So you don't make the same mistakes aye.

All they need to do is focus on the essence of the game being:
  • The battlefield.
  • The Customization of the Battlemechs.
  • The Universe in which needs to be dictated by the MechWarrior Lore, PGI has all the information they need from the lore in regards to the Universe, (Not Playground) that are making.
They should do it the right way.

Nothing else would be a massive insult to their player base.
  • PGI you are lucky you have the tools, That you have at your disposal!!!
Stop over complicating things.
Get organized... Like you aren't.
& lets do this F&*K YA!!! :)

Thank you for your time.

#11 Impyrium

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Posted 16 April 2014 - 12:16 AM

If anything the current maps have TOO much attention put into smaller details. They just don't have that sense of scale that other MW games have. They don't feel like battlefields, rather multiplayer maps from some first person shooter. They're not bad, but they're not great.

Point is, if they went back to large scale, simplistic maps, procedural generation isn't out of the question. I didn't read through all of the posts, since I couldn't take it seriously after 'a map for each solar system', but procedural can be an answer. Don't write it off so easily, and don't compare it to the TT, because MW and TT are very different things and don't abide by the same principles.

#12 SilverMalachite

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Posted 16 April 2014 - 02:10 AM

I've commented on the scale thing & they said in Video blog That rendering issues & it not looking right, Something like that

I to do want it to feel like I'm in a Battlemech more.

Why not more then 1 map for a planet?

#13 Impyrium

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Posted 16 April 2014 - 02:26 AM

View Postcovert69, on 16 April 2014 - 02:10 AM, said:

I've commented on the scale thing & they said in Video blog That rendering issues & it not looking right, Something like that

I to do want it to feel like I'm in a Battlemech more.

Why not more then 1 map for a planet?


Uh... I think people might have had a misunderstanding here. Do you mean that each 'map' we have now, is its own planet and should have more than one layout/map? If so that makes sense, I guess.

If that's what you meant, I think people thought you meant a map for every single planet in the BattleTech universe in relation to community warfare. That's, like, thousands and thousands of maps. Which isn't feasible at all unless something like procedural generation was introduced.

#14 SilverMalachite

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Posted 13 May 2014 - 06:45 AM

So is PGI going to give you the entire Universe at once?

Now that is an example of something that "isn't Feasible"

So why not?
At least a planet for every map, Even If its one map where they a fighting over a factory on the map.

So all you gamers want some cheap imitation of warfare?
That's what you are telling me.

How boring... One map for one planet
Too easy if you ask me...

So one 10min battle determines to future for your entire home planet?

Seriously though?
It doesn't sound like community warfare to me, It sounds like a really bad joke that the COD developers would make.

Edited by covert69, 13 May 2014 - 06:47 AM.


#15 FlipOver

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Posted 13 May 2014 - 06:53 AM

About the maps, why not open a topic for fan submission for maps and planets?

It could maybe give some ideas for PGI to use and make "real".

I mean, what harm can come from that?

Edit - I was actually thinking of doing just that, but I thought it would be better to ask you all what you think.
Edit 2 - Well, here it is Map and Planet Creation.

Edited by FlipOver, 13 May 2014 - 07:33 AM.


#16 SilverMalachite

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Posted 22 May 2014 - 01:22 AM

Well I think your being a smart ass about it
ok flip over

#17 Magna Canus

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Posted 22 May 2014 - 01:47 AM

Listening to user suggestions was never a PGI virtue, nor does their current development track record inspire faith in their ability to create anything but a shoddy approximation of the BT universe if anything at all. We have really good people presenting really good ideas on a regular basis (Koniving comes to mind) that are categorically ignored. I have yet to see a victory thread from anyone stating "PGI used my Idea, cool".

At this point seeing is believing when it comes to content.

#18 Karl Streiger

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Posted 22 May 2014 - 02:03 AM

View PostMagnakanus, on 22 May 2014 - 01:47 AM, said:

I have yet to see a victory thread from anyone stating "PGI used my Idea, cool".

OH I have posted something like that.
Do you see the percentage of Mechs in the Queue? I have suggested it.
The range increase for the Pulse Lasers - > I have posted somewhere how the range of those weapons has to be increased
Same for the AC 2 - (ok i didn't tell something about the range drop)
last not least the current bundles....by Sandpit

Fortune - of course

#19 Magna Canus

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Posted 22 May 2014 - 02:16 AM

View PostKarl Streiger, on 22 May 2014 - 02:03 AM, said:

OH I have posted something like that.
Do you see the percentage of Mechs in the Queue? I have suggested it.
The range increase for the Pulse Lasers - > I have posted somewhere how the range of those weapons has to be increased
Same for the AC 2 - (ok i didn't tell something about the range drop)
last not least the current bundles....by Sandpit

Fortune - of course

Thank god for small victories at least. :)

I still don't see it on the grand scale the OP is suggesting. In the last 2 years there have been only minor changes here and there with the exception of maybe the UI. We have a grand total of 10 maps after closed and open Beta (Snow/Day/Night do not count as separate maps). Tweaks here and there to weapons and hit boxes don't really count as content either, and even if, it took PGI all that time to get to where we are now and you can insert your view on the quality of those as you like.

I firmly disbelieve in PGI's ability to pull off even a "marginally decent" version of CW.

#20 SilverMalachite

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Posted 12 June 2014 - 12:37 AM

So when did this thread become griefer central?





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