Here's what the MWO sequel game will have:
- A Mechbay where you can walk around and check stuff out.
Spoiler
MWO2 will have a much better UI, with smurfy-patented mechlab, quick selection of mechs like UI 1.0, the ability to save and load load-outs for different mechs, etc.
But more importantly the player will have the ability to walk around in a mechbay and have a look at all owned mechs. In the case of players owning more than 30 mechs, which may be too much for computers to handle, there will be an elevator bringing you to different instances with all your different mechs.
With Community Warfare, mechs that are destroyed will be unavailable for short periods of time. These can be seen in the mechbay, with technicians and engineers doing repairs and reloading weapons.
- The option to play with economy
Spoiler
The player will have the choice between being a part of a major faction, in which case all expenses are covered by said faction. If you're a Mechwarrior fighting for Clan Jade Falcon, then your clan will supply the dropship, it will give you new mechs when you've earned them, it will carry out your upgrades when you've earned them, it will repair and re-arm your mechs. If you're a Lone Wolf or Mercenary, all that stuff comes from your own pocket. In other words, it's up to you whether you want repair & rearm. It's up to you whether you enjoy the feeling from Mechwarrior 2, where you're simply a soldier, or the feeling from MW2: Mercenaries, where you're also a businessman trying to earn enough money to repair your mechs and pay your staff. - Role warfare
Spoiler
PGI will bring back the idea that got many old timers excited about MWO in the first place. Role warfare. Imagine that every battle requires considerable teamwork and synergy from different sort of roles. Imagine a game where being the 'lance commander' actually means something in terms of how you play the game.
In MWO2, PGI will introduce distinct roles, such as Commander, Scout, Vanguard and Striker. Each role has unique abilities and a winning team has to combine these abilities for maximum effect. Without the Scout, the Commander cannot call in airstrikes and artillery with maximum accuracy and frequency, or transfer target information to friendly lances. Without the Vanguard absorbing incoming fire, shooting down missiles, jamming enemy sensors, the Striker will not be able to lay down deadly supporting fire. Some weight classes will be restricted to 2 or 3 of these roles, while the versatile medium mech class will be able to fill any role.
As a player, you will need to select a role to fill with each of your mechs and choose between a number of exclusive skills that compliment your playstyle and build. Will you be a Jagermech Striker laying down a constant barrage of suppressive fire, or a Jagermech Striker with deadly aim and incredible range? Will you go for agility or durability? Do you want the ability to target multiple mechs as a Scout, or the ability to detect their engine type and ammo placement? - Community Warfare build on Battletech lore
Spoiler
Forget the current meta with Timberwolves, Storm Crows, Jenners and Embers running side by side. In MWO2, Community Warfare will strive to be a more accurate representation of Battletech warfare. Each faction will be restricted to a number of mechs based on lore. The Raven 3L will primarily be used by House Liao, for example. Clans will be dropped as 5-man Stars instead of 4-man lances.
This will mean that encountering a certain faction actually means you need to consider their strengths and weaknesses, based on what mechs you can expect to encounter. Facing a 12-man Steiner group will be considerably different from facing a 12-man Marik group. You will need to use different tactics against different factions. Mercenary groups will have fewer limitations, but their lack of loyalty points also give them fewer privileges.
- Solaris e-sports for competitive players
Spoiler
Public rankings, weekly scoreboard, a constant fight to stay at the top, and monthly invite-only finals to see the Top 10 contenders fight for a big reward. Solaris will have both Deathmatch and Team Deathmatch, and will be a great way for players to test themselves. Public rankings means there will be no dispute about who the best Solaris pilots are, and weekly scoreboard prevents top players from maintaining a top position while being away from the game for months.
Every month, the top 3 finalists in the monthly finals are inducted into the Solaris Hall of Fame, published on the mwomercs.com website.
Monthly finals are broadcast and commentated by NGNG. And Duncan Fisher. - Single-player campaign
Spoiler
The MWO2 single player campaign will have two central features. First of all, it will be 10 missions where you play as either Clan or Inner Sphere. The first 5 missions are unique to their faction (Clan missions or Inner Sphere missions), the last 5 missions will be major battles played from either the perspective of the Clan invaders or the Inner Sphere defenders.
The single player campaign will have voice acting, mission briefings and short cutscenes. While it will normally be played with an AI-controlled lance, you can also invite up to 3 friends for a coop single player campaign. - Coop wave survival mode
Spoiler
This part is real simple. Invite up to 3 friends and form a lance, fighting wave after wave of tanks, LRM carriers, elementals, helicopters, hovercraft and enemy mechs. You may reload between each wave, but not repair. While C-bill and XP rewards are small, there's some nice achievements and much fun to be had.
- Quick matches with classic game modes
Spoiler
In addition to Solaris, CW, Coop and Single player, MWO2 will have quick matches with classic game modes. No need to reinvent the wheel, PGI will look at the most successful and popular game modes in other FPS since the first Quake game and adapt those to MWO2.
We're talking about Capture the Flag, Extraction Mission (Hostage rescue), Escort mission (Plant the bomb) and all the other classics!
- Enormous maps with multiple objectives
Spoiler
In addition to role warfare with 4 unique and distinct roles, huge maps in themselves will be a reason why every group will depend on their Commanders and Scouts to lead the way. Forget the small maps where every match is more or less the same, and plans are set in stone. On huge maps with random spawn points, you never know where the enemy is. The Commander will have to think on his feet, and a team without good Scouts will find themself out-maneuvered and having a bad time.



























