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Put The "war" Back In Mech Warrior


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#81 LordBraxton

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Posted 04 June 2015 - 02:56 AM

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russ wants esports.

'you come across a stalker, lying on its back...'

#82 LordNothing

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Posted 04 June 2015 - 04:35 AM

im not about to read that wall of text but the title is truth.

#83 Joseph Mallan

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Posted 04 June 2015 - 05:00 AM

View PostLordNothing, on 04 June 2015 - 04:35 AM, said:

im not about to read that wall of text but the title is truth.

But, We don't want to play a war game that feels like war. We want it to be all friendship and love! :rolleyes:

#84 Serberk

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Posted 04 June 2015 - 05:47 AM

I doubt that we'll see any of this for a long time. Actually I'd be happy if one player (a 13th for each team) could play as a "commander" like in Savage 2.

Let him have an isometric view of the battlefield with fog of war, let him give orders to other players selecting them and giving them orders like an rts unit (they can follow or disobey obviously as they judge the call right or wrong), give him some power (like calling air strike or dropping turrets?). It could help pug teams to be more coordinated and who want a more strategic game.

Maybe it's not a great idea, but i really appreciated it in Savage 2 and i would like to see how it would be in mwo :lol:
It shouldn't be too hard to code, i think?

Edited by Serberk, 04 June 2015 - 05:48 AM.


#85 Mardek

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Posted 04 June 2015 - 06:58 AM

+1n to the OP keep this post high cuz those changes are what this game need

UP! UP! UP! UP! UP! UP! UP! UP! UP! UP! UP! UP! UP! UP! UP!

Edited by Mardek, 04 June 2015 - 06:59 AM.


#86 Mystere

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Posted 04 June 2015 - 07:11 AM

View PostMardek, on 04 June 2015 - 06:58 AM, said:

+1n to the OP keep this post high cuz those changes are what this game need

UP! UP! UP! UP! UP! UP! UP! UP! UP! UP! UP! UP! UP! UP! UP!


Ahem!

+1n = 1

I'm just saying. ;)

View PostLordBraxton, on 04 June 2015 - 02:56 AM, said:

Posted Image

russ wants esports.

'you come across a stalker, lying on its back...'


Well, I've said it before and I will say it again:

**** eSports!


Edited by Mystere, 04 June 2015 - 07:12 AM.


#87 Mardek

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Posted 04 June 2015 - 07:19 AM

View PostMystere, on 04 June 2015 - 07:11 AM, said:


Ahem!

+1n = 1

I'm just saying. ;)


Math is a *****

#88 Weeny Machine

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Posted 04 June 2015 - 07:46 AM

What follows now may sound polemic because MWO also has some positives aspects (art, how the battlemechs feel when you drive them etc) However...

They should re-name the game Solaris VII. Add some spectators, boobs and space beer and admit that they cannot get the "war" part right.

CW mode should be called: League of Mechpilot-Legends

#89 LordBraxton

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Posted 04 June 2015 - 07:53 AM

I think the whole forum should take up **** ESPORTS! as a rallying cry. Maybe it'll unite Clan and IS vs the Word of Bullock menace.

Edited by LordBraxton, 04 June 2015 - 07:54 AM.


#90 Midax

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Posted 04 June 2015 - 09:40 AM

Why are people saying that the engine can't handle larger maps? Isn't this the Crysis engine? Isn't one of its hallmarks large maps? I know we can't get Arma size maps going with it, but surely it is possible to make them bigger.

Why can't MWO have multiple objectives and open terrain instead of canyons, cliffs, and mountains every 5 steps?

#91 Joseph Mallan

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Posted 04 June 2015 - 09:43 AM

View PostMardek, on 04 June 2015 - 07:19 AM, said:


Math is a *****

And like her... its pretty much always right! :huh:

#92 GrimRiver

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Posted 04 June 2015 - 10:07 AM

I support and needs a co-op bot wave mode.

#93 Lyoto Machida

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Posted 04 June 2015 - 11:14 AM

View PostSerberk, on 04 June 2015 - 05:47 AM, said:

I doubt that we'll see any of this for a long time. Actually I'd be happy if one player (a 13th for each team) could play as a "commander" like in Savage 2.

Let him have an isometric view of the battlefield with fog of war, let him give orders to other players selecting them and giving them orders like an rts unit (they can follow or disobey obviously as they judge the call right or wrong), give him some power (like calling air strike or dropping turrets?). It could help pug teams to be more coordinated and who want a more strategic game.

Maybe it's not a great idea, but i really appreciated it in Savage 2 and i would like to see how it would be in mwo :lol:
It shouldn't be too hard to code, i think?


Command Console (or how it should work).

View PostMidax, on 04 June 2015 - 09:40 AM, said:

Why are people saying that the engine can't handle larger maps? Isn't this the Crysis engine? Isn't one of its hallmarks large maps? I know we can't get Arma size maps going with it, but surely it is possible to make them bigger.

Why can't MWO have multiple objectives and open terrain instead of canyons, cliffs, and mountains every 5 steps?


It's either the driver or the car...always has been, always will be.

#94 Sir Wulfrick

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Posted 04 June 2015 - 12:33 PM

View PostMidax, on 04 June 2015 - 09:40 AM, said:

Why are people saying that the engine can't handle larger maps? Isn't this the Crysis engine? Isn't one of its hallmarks large maps? I know we can't get Arma size maps going with it, but surely it is possible to make them bigger.

Why can't MWO have multiple objectives and open terrain instead of canyons, cliffs, and mountains every 5 steps?


If you go back and play Crysis 1 (which I do, it was a great game) the areas between loading points are actually deceptively small. Yes, it had wide-open large areas but if you look at them critically you'll notice that the polygon count is actually again deceptively small.

The development of the Crye code base necessary for Star Citizen has finally enabled the huge sort of maps that would make the OP's (and mine as well) wished maps a reality, indeed probably at the current level of graphic fidelity. The down side would be that just like Star Citizen a very large number of players will more or less be forced to buy new gaming rigs to get the most out of it when it finally drops some time next year.

Why PGI insanely insists on having to support ancient pre-DX11 gaming systems is beyond my understanding. This irrational requirement is holding the game back significantly. I understood the decision back in the 3rd quarter of 2012 when I first signed up for MWO, but here we are in 2015 and that decision now looks woefully out of date.

Personally I think that PGI (and RSI for that matter) should have gone with Unreal tech right from the start, but that ship has long since sailed...





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