
It has almost been a full year since I proposed my question in the Ask the Dev's Forum. I do not see where there is much drive from the public or concern by the developers in pursuing a deeper emersion within the game. Is there a way that the public can even persuade/encourage the developers to do something related to follow post description? I am happy to see who else would stand by this direction, or will this game stay as a run and gun.
I will mention that adding the turrets and fixing the base type to be more of a command post then a drill has added a nice kick to the game, but still this is just a pixel in what could be the bigger picture.
Previously:
Is it me or can the pilots expect more of an environment/tactical emersion in your future map designs/game types?
Reasoning: From my experience and understanding PGI’s current status of development in the maps is more point and shoots environment that leave little to the imagination. Now, please do not get me wrong. I am not stating that this game is below par at all. I have always been a huge MechWarrior and BattleTech follower since the beginning of Battletech. However, I find my imagination getting bored as well as my interest. Because, who really wants to protect a defenseless drill. Whatever happens to being immersed in a story? I understand that this game in particular seems to be more of the battletech universe’ original stories driving what will be built, released and what factions will rise and fall. However if this is a simulator then it is the pilots duty to make the story. I just see PGI lacking in the realism of the battletech environment.
Below is an example reflecting my question. This would be one way PGI could start a single match with a game type of attack and defend. It is a simple concept; however it includes a lot of more environmental elements and atmosphere that pull each individual player in to loving this game that much more. Forgive me if I do not go to deep into anyone detail.
Example: The player hits the launch button and is brought to a briefing screen with a black backdrop. Then the character is dropped into a first person view walking down a catwalk/terminal that then leads to an open cockpit door, which the character enters. The pilot sits down and straps themselves in. While all this is going on there is a military alarm sounding with green lights (Whatever light color you fancy I do not care personally). The green lights are flashing and reflecting inside the cockpit from within the hanger. The pilot(Being the individual player) can choose either to allow PGI to commence with the typical ignition process of starting up their battlemech or allow each pilot to map out a select group of keys on their individual keyboards to activate each vital part of the battlemech (i.e. weapons, reactor, engine, etc.). The game has now started and the clock is ticking at the top of the screen. The green lights instantly changes to red as the hanger bay doors begin to open. If you take a second to look around the hanger before you choose to move you would notice special effects around the extremities of your lance’s battlemechs(Components disengaging and fuel lines with exhaust and other visual elements happening). As your friendlies are making their way to the open Hanger bay doors you can see outside across the tar mat is a war zone. Each pilot can see air dropped ground explosion going off across the tar mat around the entire base. They are being dropped from enemy bombers flying overhead (the bombers are more atmospheric elements and not actual targets) However, the explosions are the tar mat are real causing minor damage to a battlemech when a pilot is randomly hit by one of the bombs splash damage. The Lance then receives small blips on the map picked up by the base radar. The Lance then navigates to engage (These blips could be randomized to more than one location on the Map every match allowing endless environmental scenarios). The enemy blips are AI tanks and missile trucks unloading follies of damage at a compound facility (This is more of a environmental distraction to the pilots, but if the building is destroyed the friendly lance would lose points in the game. Then the enemy lance would win points). The Friendly Battlemech Lance could then engage and destroy the multiple targets too.
The friendly Lance at some time or another would receive a recorded audio transmission explaining that a first detection antenna (Enemy detection antenna) is no longer responsive and it is time to go and respond. The enemy battlemech’s first objective would obviously be to destroy a single antenna out of many others along the perimeter of the base (They could destroy more than the single antenna which could give a tactical advantage). By destroying an antenna an enemy lance would have a narrow signature clearance to enter the base unseen by radar. However, if the enemy didn’t take care of an antenna then they would be seen by radar. The enemy’s main objective would be to work their way on base and capture a dropship hanger in order to win. They are trying to refit their damaged dropship or steal one if possible. The Enemy lance would also be escorting some repair vehicles lightly gunned(This is where the enemy also has to defend). If these repair trucks could get inside one of the dropship hangers, then they can shut the hanger bay doors from the inside quickly. If this happens then the game could end. Whomever that is still alive would see a drop ship take off on the tar mat while the kill boards come online. Now on the flipside of this scenario if all repair trucks were destroyed then at least a single battlemech could enter inside of the dropship hanger and make a stand capturing the hanger. The door would be slow moving in comparison to the repair trucks who can override the door to move faster. If the battlemech taking the capture is destroyed then a pilot of the home base could potentially go and sit at the front of the doors of the dropship hanger and wait for them to reopen slowly. The final scenario that could end the game would have to be the elimination of one or the other team. Just for your information the enemies could start in a similar fashion of a battlemech hanger, except they unload from a crashed/damaged dropship, which is currently located out of bounds and out of sight.
This is so much more breath taking then turning on a battlemech to defend a stupid little drill that would have no real effect in the turning tide of Innersphere.
Synopsis: I could only assume if there is no evolution of maps and atmosphere in the game content, then you could find more hardcore founders that give you so much influence like this. Just leave due to boredom. MechWarrior online as of right now is similar to just any other first person shooter, so why not make it something bigger than it is. That is just my question and my two cents…