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Mwo2 - The Sequel

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#1 Alistair Winter

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Posted 25 November 2014 - 08:09 PM

The hindu god Vishnu came to me in a dream and told me what the MWO sequel will be like. So I feel like the only right thing to do is start a thread about it. I'm not starting this thread because I've got my final exam coming up and I'm procrastinating.

Here's what the MWO sequel game will have:
  • A Mechbay where you can walk around and check stuff out.

    Spoiler

  • The option to play with economy


    Spoiler

  • Role warfare


    Spoiler

  • Community Warfare build on Battletech lore


    Spoiler

  • Solaris e-sports for competitive players

    Spoiler

  • Single-player campaign

    Spoiler

  • Coop wave survival mode

    Spoiler

  • Quick matches with classic game modes

    Spoiler

  • Enormous maps with multiple objectives

    Spoiler
Keep supporting the game, maybe some of the stuff above will come true one day :)

#2 FupDup

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Posted 25 November 2014 - 08:16 PM

The main thing that sticks out is having mech choice be fully restricted by faction. That could very easily favor certain factions over others, unless somehow all the mechs were "equal" (not necessary same speed/firepower/whatever, but same overall impact on winning the match). Steiner's high-tonnage scout lances and Jade Falcon's Timbers + Stormcrows + Whales seem like the most obvious offenders.

Edited by FupDup, 25 November 2014 - 08:17 PM.


#3 LORD TSARKON

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Posted 25 November 2014 - 08:20 PM

We should have Mwo2 by now...

The game Alistair Winter describes sounds something like a developer Bungie would have envisioned and made...

Bungie was founded in 1991 and took them 9 years until they made Halo in year 2000....

PGI was founded 14 years ago.... I highly doubt we will ever see 1/2 the game you describe... especially with the free to play format that seems to be the new wave of the future.

Eventually there will be a sequel of sorts to MEchwarrior.... but I doubt it will be PGI that makes it.

#4 Alistair Winter

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Posted 25 November 2014 - 08:22 PM

View PostFupDup, on 25 November 2014 - 08:16 PM, said:

The main thing that sticks out is having mech choice be fully restricted by faction. That could very easily favor certain factions over others, unless somehow all the mechs were "equal" (not necessary same speed/firepower/whatever, but same overall impact on winning the match). Steiner's high-tonnage scout lances and Jade Falcon's Timbers + Stormcrows + Whales seem like the most obvious offenders.

It would definitely have to be looked at, yeah. But at the end of the day, if the game is going to work, matches need to be played by relatively equal forces. You can't have a Steiner team with 12 assault mechs vs an FRR team with 6 second-hand medium mechs they salvaged from a Kurita invasion. That may be accurate in terms of lore, but not really fun to play.

So yeah. Insert restrictions and quirks to let Kurita Dragons compete with Liao Cataphracts.

#5 Macster16

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Posted 25 November 2014 - 08:22 PM

Coop survival mode?

YES PLEASE!

#6 Alistair Winter

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Posted 25 November 2014 - 08:24 PM

View PostLORD TSARKON, on 25 November 2014 - 08:20 PM, said:

Eventually there will be a sequel of sorts to MEchwarrior.... but I doubt it will be PGI that makes it.

How long until their license expires though? If it's not PGI that makes the sequel, it'll be my kids playing the game instead of me, I imagine.

#7 SunshineActual

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Posted 25 November 2014 - 08:30 PM

Bungie was busy during those 9 years making games like awesome Marathon (Mac based FPS)

**Gasp**

The mighty Halo has Mac based origins..... Internet brace yourself.

#8 SI The Joker

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Posted 25 November 2014 - 08:34 PM

View PostFupDup, on 25 November 2014 - 08:16 PM, said:

The main thing that sticks out is having mech choice be fully restricted by faction. That could very easily favor certain factions over others, unless somehow all the mechs were "equal" (not necessary same speed/firepower/whatever, but same overall impact on winning the match). Steiner's high-tonnage scout lances and Jade Falcon's Timbers + Stormcrows + Whales seem like the most obvious offenders.


I think this could be solved by planetary conquest rules. Ok so Liao makes Raven 3Ls. They have a factory on planet Zed. Well, I'm going to attack planet Zed and take it thereby taking the mech factory along with it. Voila, I can now generate my own 3Ls albeit at a much slower pace than Liao (More factories) but at least I will have a couple.


Regarding the post - Great stuff. These are all the things that I personally wished this game would be. Sadly PGI got caught up in selling cockpit baubles and paint jobs while promising things to a player base that has largely lost patience. The economy, solaris and community warfare - those are all things that should be included in a league like we used to do - built and run by the community.

PGI should (in my opinion) concentrate on making the game the best it can be and let the community handle setting up a universe for competitive play to exist.


I love the BT universe but really do think this will be the last hurrah for this IP (Mechwarrior). There may be other BT based games in the future, but I think the price point for this IP will be too prohibitive for most startups (or established developers) to buy in. Again, conjecture and opinions only. :)

#9 Brody319

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Posted 25 November 2014 - 08:39 PM

Feel bad for the guys who have to pilot the Awesome then. Problem with faction specific mechs is you will have one team that is simply under equipped or has ****** mechs. Imagine your only light was the locust or commando, then you are fighting a team that is allowed to bring ravens or firestarters. You would be ******* pissed off.

Plus the clans allow others to use their mechs they just fight over the right to produce them, so clanners wouldn't have any problems, you would just be punishing IS players with that system.

#10 Alistair Winter

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Posted 25 November 2014 - 08:48 PM

View PostBrody319, on 25 November 2014 - 08:39 PM, said:

Feel bad for the guys who have to pilot the Awesome then. Problem with faction specific mechs is you will have one team that is simply under equipped or has ****** mechs. Imagine your only light was the locust or commando, then you are fighting a team that is allowed to bring ravens or firestarters. You would be ******* pissed off.

Plus the clans allow others to use their mechs they just fight over the right to produce them, so clanners wouldn't have any problems, you would just be punishing IS players with that system.

Call me crazy, but... I just don't think balancing mechs is that hard.

When you compare MWO with MMORPGs or even FPSRPGs, it's really amazing to consider how much harder it is to balance the typical RPG where every player has different base stats, different items and a whole skill tree with many, many different skills, many of which are related and can combine for special upgrades. The number of variables in MWO is rather low.

Now, I'm not saying I could personally fix mech balance for MWO. But then again, that's not my profession either. It's just that when I look at other games, it seems like MWO has a relatively small challenge when it comes to balancing. In other words, giving Commandos to one faction and Firestarters to another faction isn't inherently problematic. It's only problematic when you have devs who shrug their shoulders and act like imbalances are an act of God. E.g. Russ Bullock saying that the Timber Wolf will always be the best heavy mech, as if it's impossible for them to do anything about it.

#11 LordKnightFandragon

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Posted 25 November 2014 - 08:48 PM

You make the game sound fun to play. If only it adds more immersion and depth then 15 minutes, 24 mechs...and GO! I would prolly play it.

#12 Xtrekker

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Posted 25 November 2014 - 08:51 PM

View PostAlistair Winter, on 25 November 2014 - 08:09 PM, said:

The hindu god Vishnu came to me in a dream and told me what the MWO sequel will be like. So I feel like the only right thing to do is start a thread about it. I'm not starting this thread because I've got my final exam coming up and I'm procrastinating.

{awesome snip}

Keep supporting the game, maybe some of the stuff above will come true one day :)

I love you.

#13 Felicitatem Parco

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Posted 25 November 2014 - 08:53 PM

The Community Warefare fronts would correlate with direct effects on live-combat play. For example, defensive fronts on a native domain would have greater access to air strikes and artillery barrages opposed to invading enemy attacking fronts that are far ahead of their own logistical train.

Community Warfare fronts would have 2 layers - the active combat, and the logistical backing. The logistical backing could travel at 1/2 the combat units' invasion pace, as a token figure, and serve as both an immersion and a balancing feature.

Edited by Prosperity Park, 25 November 2014 - 08:55 PM.


#14 aniviron

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Posted 25 November 2014 - 10:48 PM

I remember Russ asking at one point what it was that people really wanted, he said something along the lines of how everyone got these grand ideas in their heads about what MWO would be, and people were dreaming too big.

I'm not saying everything in the OP is perfect or that it covers everything people want, but it would be a great start towards giving people the mech game that they really wanted.

#15 Duncan Jr Fischer

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Posted 25 November 2014 - 11:38 PM

I like the majority of the ideas. The biggest NO is to Role Warfare as the TS described it. In that way it would be quite a far-fetched un-Battletech something, that I wouldn't like to see in a BT game.
There actually is some kind of a role warfare in MWO going on right now, some mechs scout, some may tank a little, some do the support, it's kind of spontaneous, but it works just about fine and works well with BT. Yes, we could use some pilot tree enhancement to stress up some traits a bit, but on some level it is done by the modules right now.

Other than that - yes. But you have to wait until some potent company gets the rights for BT game from PGI. Or PGI transforms into something completely new. As of now, we can not even get MWO 1 for several years, not to mention MWO 2...

#16 Alex Warden

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Posted 25 November 2014 - 11:59 PM

View PostAlistair Winter, on 25 November 2014 - 08:09 PM, said:


*Lots of cool stuff*


would play anytime... so when? ^^

#17 NineTails

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Posted 26 November 2014 - 12:19 AM

As has been mentioned before; sweeping design ideas are cheap, but implementations are expensive. PGI / MWO's problem is not lack of vision.

#18 Vassago Rain

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Posted 26 November 2014 - 12:33 AM

View PostAlistair Winter, on 25 November 2014 - 08:24 PM, said:

How long until their license expires though? If it's not PGI that makes the sequel, it'll be my kids playing the game instead of me, I imagine.


2015, unless they renewed to 2018, which seems likely. If they did that, then it's possible they'll hold it until 2020.

Some PGI guy has probably talked about it on the forum or an NGNG podcast at one point or other.

#19 Rogue Jedi

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Posted 26 November 2014 - 01:02 AM

View PostVassago Rain, on 26 November 2014 - 12:33 AM, said:


2015, unless they renewed to 2018, which seems likely. If they did that, then it's possible they'll hold it until 2020.

Some PGI guy has probably talked about it on the forum or an NGNG podcast at one point or other.

they have the rights until at least mid 2018, probabaly mid 2020, this was mentioned in a command chair post, link below
http://mwomercs.com/...e-inner-sphere/

#20 Savage Wolf

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Posted 26 November 2014 - 01:11 AM

View PostNineTails, on 26 November 2014 - 12:19 AM, said:

As has been mentioned before; sweeping design ideas are cheap, but implementations are expensive. PGI / MWO's problem is not lack of vision.

So much this. Plus add to this that many have visions of a game that very much appeals to old Battletech fans, but less so to new players. And that's a diminishing demographic that will not grow until there is a game out there that catches new players. So no one, PGI or otherwise would ever want to create such a game knowing that the potentiel player base is limited and demanding.

So taking this into consideration I think that PGI is doing pretty well trying to balance trying to appeal to old and new players with what limited ressources they have. And we should be thankful that PGI is even doing this. There was a reason why the franchise was collecting dust at Microsoft.





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