Duncan Jr Fischer, on 25 November 2014 - 11:38 PM, said:
Well, at the moment MWO is kind of falling between two stools. The game kind of tries to be like BT in terms of keeping assault mechs superior and light mechs inferior. It tries to keep some of the iconic mechs superior, while keeping others inferior. However, there's no real mechanic in place to attract players to the inferior mechs. It's not like an MMO where there's a constant race to the top, and it's not like CounterStrike where you start out with crappy equipment every time you start to play, then buy better equipment for each match, and risk losing all your equipment when you die.
This game has an endgame-model, but still depends on players not playing the endgame.
On the other hand, the mechs are far more equal than TT purists would like. Clans aren't slaughtering IS mechs like they should be, and assault mechs aren't butchering light mechs like they should be. Light mechs are shrunk down to miniatures (e.g. Locust) to make them viable choices.
So, again, falling between two stools. The reason I suggest Role Warfare is because it's a much cheaper way of avoiding the dreaded endgame-model, where everyone just wants to play mastered Timber Wolves and Dire Wolves with modules and consumables. The alternative is to completely redesign the game, in order to make the balance of power similar to what's seen in actual Battletech. And then you need to think of a reason why anyone would want to play the inferior, outdated FRR mechs when the Clans come knocking.
Duncan Jr Fischer, on 25 November 2014 - 11:38 PM, said:
And we kind of already have information warfare, community warfare and we kind of already have Solaris. But not really.
I don't like this sort of argument. I know what you mean, but I'm describing something far more comprehensive than "Stick a NARC and Advanced Sensor Range on it and it's a Scout".
NineTails, on 26 November 2014 - 12:19 AM, said:
I think it is. Role Warfare is not more expensive than the current Endgame-model
- Change the current skill tree to a role-based tree, where people are forced to choose between different abilities for each mech.
- Change mech upgrades (Endo, FF, DHS) and their standard counterparts so that every upgrade is a carefully made decision, not a necessary tax to stay competitive. (e.g. give certain advantages to standard heat sinks)
- Buff light mechs enough that assault mechs and heavy mechs are not inherently superior. Light mechs would be equal to assault mechs, but would offer a different playstyle. Different abilities. In other words, MC and C-bills unlock new content, you're not actually paying for better mechs.
- Give every module advantages and disadvantages, so you're paying for new content, not just paying to be better than new players.
- Restrict airstrike & artillery to mechs with command module or a similar hardware component, or restrict it to certain mechs. Give it a two-minute cooldown and adjust the damage accordingly. Instead of facing 12 mechs with 12+12 airstrike & artillery, you'd face 12 mechs, of which only 3 mechs will be using 12+12 airstrike & artillery.
But yeah, a lot of the other stuff I mentioned would be pretty expensive. But others have done some of those things with a smaller budget than MWO.
Savage Wolf, on 26 November 2014 - 01:11 AM, said:
I didn't start this thread because I'm not thankful. I'm very thankful. But as a young man once told me, it's important to dream


















