Kyrie, on 20 January 2015 - 01:26 PM, said:
Dev Vlog #10
#161
Posted 20 January 2015 - 01:34 PM
#162
Posted 20 January 2015 - 02:09 PM
Kay Wolf, on 20 January 2015 - 01:34 PM, said:
If I were to win the powerball lotttery tonight, I would propose almost everything you suggest (with additions) minus the one mech per person thing.
From a business standpoint, incorporating "gotta collect'm all" is irresistible. I would, however, do it as part of Unit Logistics and the creation of logistical CW assets such as Lances. Buying mechs to create your Lances for deployment into CW to create defenses as well as attacks, and buying for your Unit as shared assets.
In general I am advocating that logistics can exist for single players, and Units can be created by players joining their logistical assets together. Or by one guy deciding to buy everything necessary to set one up.
#163
Posted 20 January 2015 - 02:20 PM
Kyrie, on 20 January 2015 - 02:09 PM, said:
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#164
Posted 20 January 2015 - 02:34 PM
In brief, they have two modes: "staged" for the casual crowd, and "campaign". In campaign, you build up your logistical power on the map by either grinding (pretty hard) or by buying the key logistical asset known as an "assault team" and the officers to command them. An assault-team has the tickets that are used by players who fight in the action-game, and determines what resources they can use for that battle.
Translating the key concept from that game into the BT universe would be quite easy, and would be similar to what we had in Kesmai's MPBT (GEnie version circa 1992).
For example, we can first create the most basic "visible" asset: Lances. A lance has capacity for One Drop-deck, 4 mechs. Thus, in a nod to PGI's Drop-deck concept, 1 Lance becomes 1 Player (at a minimum). While deviating from canon, this is still, IMHO, workable. When a player sends his Lance to a planet, he is creating one ticket of 4 mechs to be used to fight that battle either on defense or attack.
Lances should earn XP, and have options for various upgrades. Upgrades include: tonnage limits for the drop-deck slot, and perhaps the option to unlock additional drop-deck slots (for more player capacity per lance).
When a player commits his mech to a drop-deck, and sends that drop-deck into a Lance, he has an opportunity-cost that is missing from the current CW logic; a cost that is sorely needed. One that justifies having a large mech collection. ;-)
Edited by Kyrie, 20 January 2015 - 02:35 PM.
#165
Posted 20 January 2015 - 03:17 PM
Kyrie, on 20 January 2015 - 02:34 PM, said:
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To clarify... is your Lance composed of four Drop Decks (16 'Mechs), or is your Lance one Drop Deck of four 'Mechs?
#166
Posted 20 January 2015 - 03:24 PM
Kay Wolf, on 20 January 2015 - 03:17 PM, said:
Okay, so you mean I could unlock the ability for a friend of mine to join me in the drops? Or, do you mean building additional Lances?
To clarify... is your Lance composed of four Drop Decks (16 'Mechs), or is your Lance one Drop Deck of four 'Mechs?
My proposal is that your Lance begins as 1 Drop Deck, and you have a choice of upgrade trees that are unlocked by the Lance earning XP. The Lance earns XP based on what the players do with the Lance in each battle.
The first upgrade tree applies to the original drop-deck slot unlocked: Add more tonnage, in 5t increments. So, for instance, your Lance begins with capacity to do a Scout mission (4 light mechs). By adding 5t, you can now mix in one medium into that, and so on.
The second upgrade tree is "number of drop decks", and is the harder one to unlock. This does provide for having more players play simultaneously, or also for you to have more logistical assets in place to play yourself (as in, for instance, PvE mode that Russ has confirmed is coming eventually).
These two trees apply to each Lance you own individually, that is -- each Lance has its own progression path. The Number of Lances you own is controlled by your military rank.
Edited by Kyrie, 20 January 2015 - 03:25 PM.
#167
Posted 20 January 2015 - 03:34 PM
For example, when it comes time to generate a mission-table and rewards for solo players, the defending forces are literally created from the assets players have placed on the planet. In that way we can have 4v4 for PvE, with players determining how "hard" the mission is for the enemy by placing stronger Lances on that planet, creating in turn an opportunity-cost in attack v defense.
#168
Posted 20 January 2015 - 06:06 PM
Sorry for the run-on.
Edited by Kay Wolf, 20 January 2015 - 06:07 PM.
#169
Posted 04 February 2015 - 08:03 PM
Kay Wolf, on 20 January 2015 - 06:06 PM, said:
Sorry for the run-on.
I have to disagree. Id much rather run with a group of 4 to 12 friends, filling AI where neccisary. While this might be a miltiary game, it is after all a game, and games get inffinitly better with friends.
#170
Posted 10 February 2015 - 08:25 AM
Mark McTavish, on 04 February 2015 - 08:03 PM, said:
You might be right here but in case of this game here you also have to consider that you get the appropriate opponent in terms of skill. If you are not trained well with your mates you will be smashed !
#171
Posted 18 February 2015 - 11:21 PM
#172
Posted 04 March 2015 - 08:37 PM
#173
Posted 08 March 2015 - 06:53 AM
#174
Posted 10 March 2015 - 06:56 PM
This is not to say the work that NGNG is bad, because it is actually really good content; but NGNG should not be the only source for PGI to get new development information to the community.
#175
Posted 12 March 2015 - 09:02 AM
#176
Posted 12 March 2015 - 03:02 PM
Kidd Sykes, on 12 March 2015 - 09:02 AM, said:
#177
Posted 31 March 2015 - 06:23 AM
Kay Wolf, on 12 March 2015 - 03:02 PM, said:
I'm all for new and more interesting objectives and missions, but dismissing a necessary player base gets your argument nowhere.
PGI was smart to develop the game they did. Start by appealing to a wider demographic of players (what you so dismissively call "twitchers"), let them just drop and start fighting, and build more interesting gameplay from there. It's slow progress to be sure, and this game design team is seemingly too heavy a mixture of conservative and unimaginative to produce anything really interesting (Gauss cannons? Give us a SPACEPORT to capture!), but we're getting there.
MWO would have been dead a year ago had they launched with the vision they originally discussed. The only question is whether they knew that BEFORE they promised it, or afterwards and made an adjustment.
Relevant question: TINA, WHEN'S THE NEXT VLOG???!!!
Edited by Rebas Kradd, 31 March 2015 - 09:18 AM.
#178
Posted 31 March 2015 - 10:56 AM
Rebas Kradd, on 31 March 2015 - 06:23 AM, said:
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How about a terribly DECREASING -despite their doth protesting too much to the contrary- population -AHEM: twitchers gone onto shinier things, and BattleTech and MechWarrior veterans who no longer give three shits about this game because, YET AGAIN, we got screwed? How about just barely enough money going into their coffers, now, because twitchers don't buy things for "lame" games they wanted to try out once and never again, and because of that population decrease coupled with the decreasing faith in this company, and in this game, that's even less money for paying folks.
PGI can change my perception on this by PUBLISHING stats on population, money and accomplishments.
Oh, in February 2014 it looked like PGI were turning the corner, especially with preparing for the announcement of the separation from, and imminent death of IGP, and with the introduction of some tools that appeared to be baseline for the things that would have kept this game BattleTech, but then they turned from those, and **** on all of us, again.
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PGI needs to do one of two things, here... they either need to seek someone to sell the property off to, or they need to draft a new and true plan to rebuild this game into what it should have been in the first place... BattleTech, not this maggot infested joke they have, now. I want my BattleTech/MechWarrior community; I want to recruit twitchers and teach them the way it should be done; and, I want a game that can actually call itself BattleTech. I won't see it, and that makes me sad.
#179
Posted 31 March 2015 - 03:11 PM
Kay Wolf, on 31 March 2015 - 10:56 AM, said:
If you invested money on early design concepts, that's on you. Such things are as changeable as the weather in video game design. I will say that I believe they changed their course after the original commitments, based on little things like finding a "scouting information incoming" buried amongst the unused sound files in the game.
Kay Wolf, on 31 March 2015 - 10:56 AM, said:
No. That doesn't work. See, this is why I'm glad people like you aren't in the video game business. JUST GET IT DONE isn't a mature approach. That's the rallying cry of hated and ineffective bosses. You have realities to deal with, like a small staff, established skill sets, and a narrow cash flow. Be frustrated all you want, it doesn't change the reality.
Kay Wolf, on 31 March 2015 - 10:56 AM, said:
This just isn't how it works. It's the principle of wider vs narrower appeal...the former almost always makes more money, as much as the latter gripes about it. It's why that hack Michael Bay is such a rich man.
People's complaints about MWO almost always rely on the assumption that the veterans would be absolutely showering PGI with money and new recruits had they gotten their way. It's a poorly thought-out assumption. I wonder how many of those new recruits would be staying with dynamics like repair and rearm (which even other BT regulars on this board didn't want), direct involvement by PGI in player-led groups, spending months grinding up for anything beyond a medium mech, MWLL-style maps that take ten minutes to commence actual combat, and other such. For all PGI's slipups in some areas, it's made the game much more accessible in others. And typically, for every devoted IP fan, there are about ten casuals out there providing much more cash flow. PGI would be suicidal to rely on a minority of gamers for their livelihood. You have to find a balance.
The fact that YOUR friends list is smaller doesn't mean the community is smaller. That's just such a weak assumption. It also doesn't take into account that a lot of people don't permanently leave, that they can (and do) come back at any time, and that gamers in general are constantly moving back and forth. That's why it's hard for me to take your chicken little cries seriously. You vets always think you're a game's only hope.
It also fails to take into consideration the real reasons people leave: core gameplay issues. New player experience, mechlab, limited gamemodes, lack of commitment via single-player or co-op missions...very basic stuff that has little to do with Battletech and much more to do with simple gamer gratification. That's why people don't stick around. Fix that stuff (which is what they're doing right now) and you've got a much larger player base than what would be accomplished by bringing back R&R or whatever it is you "hardcore" people want...you all disagree anyway, so it's hard for me to keep track.
Kay Wolf, on 31 March 2015 - 10:56 AM, said:
You call people "useless" and "idiots" and then have the gall to say you're not being dismissive? Are you actually serious? I'm done with you.
Edited by Rebas Kradd, 31 March 2015 - 03:28 PM.
#180
Posted 31 March 2015 - 06:29 PM
Kay Wolf, on 31 March 2015 - 04:14 PM, said:
Rebas Kradd, on 31 March 2015 - 03:11 PM, said:
@Kay: You seem to not understand that it makes little sense from a development standpoint to cater toward a stagnant audience. Sure, there is a playerbase remaining from the old BT and MW2-3 times, but it's not growing, it's only dwindling as time goes on. In fact, it will never grow. It makes more sense to cater development toward where more opportunity lies, if that means it is your so-called "twitchers", then so be it. You can't stay afloat when you only have so many boards to nail over the leaks, and PGI needs more boards and nails.
Also, you certainly did refer to them dismissively and your attitude reeked of disdain.
@Rebas: What you're ignoring is that this game exists because of people like the Founders, many of whom are die-hard BT nerds or old time MW league players. While I don't think this game should should backtrack and rebuild itself according to what a few people wish it was, I also don't think it would be smart to completely ignore that old pre-existing playerbase. If you can appease them, well... first of all they're mostly whales; second, they have more BT/etc friends they can bring back; third, nobody can praise the IP like they can to put it in positive light; and fourth, many of them right now are still enemies of PGI. They don't like what PGI has done with this IP and some of them are still doing everything in their power to stomp MWO into the ground and ruin its reputation. We can't ignore that.
Between the two of you, we need to meet in the middle. You can't keep arguing so venomously about something you both love so much. We're all here because we love this game, and we need to come to agreements instead of attacking one another.
Oh yeah, and...
Dev Vlog #11, plz. <3
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