That said, the new player experience may have become better - on the other hand. With the ELO Matchmaking, the ability and knowlege of a player becomes more and more important.
And here there are still problems.
The idea of good tutorials are as old as the announcement of MWO - i have started a similar topic before the Closed Beta even start:
http://mwomercs.com/...8-mech-academy/
With some responses and a derivate topic for a Kurtia Training program:
http://mwomercs.com/...back-requested/
It looks like this idea would have some merit.
While Rookies have powerful mechs - they hardly can run them at 80% efficiency - and with the short TTK there is hardly a chance for them to learn - before dying. There are mixed premade veteran teams, and even a below average ELO player (like me) that played MWO for almost 2 years will wipe out a rookie in no time.
So at this level the "new player" experience is still as bad as before. Not to mention the missing ideas - about minimum range, ECM Counter, Torso Twisting, Arm Toggle, 3PV 2PV, map, difference in acceleration, weapon groups.... there is so much to know about BattleTech or Mechwarrior in the beginning, that the "pure" action is secondary.
While the former idea was based on PVE and theory sessions, what about "life - ammunition" tutorials. What about a additional queue? Something that reduced the complexity and still give new players something to learn.
here are my ideas to this topic - i hope you can add some better ideas.
Choice of Mechs
There are some options:
- like former Trials - you have 1 per Class - maybe Commando, Wolverine R, Thunderbolt and Awesome (changing form time to time)
- player choose the weight class (random chassis)
- player can't choose at all -simple hit launch get what is available
- 8 mens - allow still some basic tactics without to much impact from a grave pilot error
- 6 or only 4 Mechs - for a fast engagement
- full 12 men team
To make things fast and simple a reduction in game modes could help. With Forest Colony (Snow), River City and Caustic Valley you have all the terrain features you need
A reduction to Conquest - forces a rookie player to think faster and stay on the move instead of camp warrior. (nothing is worser as bad behaviour)
Income
while all players should have the ability to play in rookie matches - it shouldn't be abused farm easy money. So i would think a income stop after 20 or 30 games is necessary. The cadet bonus should be not effected - it start to count when you drop in "real" trials vs "real" players.
premade
my first idea was to block premades at all. But on the other hand it could be helpful for new players to have an instructor on their side.
So maybe a 2men premade team could be permitted.
bonus
absolving the academy isn't necessary but in the end rookies may get a present (mechbay, free Mech) together with the "income" they could make there first mods - or take a trial mech.
so now its up to the community to think about this idea. helpfull or a complete waste of resources?
Edited by Karl Streiger, 11 June 2014 - 02:30 AM.