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How Cw Should Be....


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#1 Augustus Martelus II

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Posted 10 January 2015 - 12:12 AM

I don t know but who did try MWLL (Mechwarrior Living Legend)?

If you haven't play pls try to find some gameplay videos on youtube...i m sure you re gonna love it.

BIG MAP: It was GO BIG OR GO HOME kind of map....you didn't have any choice to spread out in smaller team 2-3 mechs or vehicles to take bases (some were not defended, some yes.)

You could chose you spawn point: Some base were made for mechs and vehicles and some other for aerospace...yep. You could chose were you spawn when you die.

Pure strategy: yes it was....to win a match you did need to win on tickets, take bases and etc. Acting like a dead blob of 12 mechs wouldnt work there since the maps were GIGANTIC (compare to MWO lol)

Match were long: yes they were...mostly near an hour of pure awesomeness...you didn't see the time pass by.

It was a mod.... for Crysis War (if i remember) and i know PGI could have made something way much better if they want since they have the resources $$. They should look at it.

What do you all think? would it be better?




Edited by Augustus Martelus II, 10 January 2015 - 12:32 AM.


#2 Augustus Martelus II

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Posted 10 January 2015 - 03:45 PM

Anyone? :)

#3 Monkey Lover

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Posted 10 January 2015 - 04:34 PM

I'm at work so I can't watch all of.this but looks cool. I hope they borrow some of these ideas

Edited by Monkey Lover, 10 January 2015 - 04:35 PM.


#4 Augustus Martelus II

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Posted 10 January 2015 - 09:14 PM

View PostMonkey Lover, on 10 January 2015 - 04:34 PM, said:

I'm at work so I can't watch all of.this but looks cool. I hope they borrow some of these ideas


A must watch...you ll love it i m sure!

A 12 man team can still ahve a decent match with pugs (since maps are huge+ they have many bases to take). Walking like a 12 mechs death ball doesn't work in this.

and it was a FREE mod...yep a damn MOD lol

#5 The Wakelord

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Posted 11 January 2015 - 12:01 AM

Was it a 1 player game? 2? 10? 24? 1 team? 2 teams? 24 teams?

From your description it sounds like just deathmatches, so no big whoop there. Certainly not a cool way to do CW (we already have the death match with no strategy mode).

#6 Fiona Marshe

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Posted 11 January 2015 - 12:06 AM

I believe a couple of the MW:LL guys now work at PGI. (At least I heard that about 2 yrs ago).

#7 Sudden

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Posted 11 January 2015 - 12:09 AM

i do not believe pgi will ever look at mwll as a referce piont. which is very very dumb of them

#8 Yuba Frank

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Posted 11 January 2015 - 12:11 AM

BWC played MW:LL. It was fun. Mechs, aerospace, vehicles, elementals. Huge maps with bases and objectives. It was a Crysis Wars mod. We actually started to use it to run our training exercises for the release of MWO. I think a few of our guys still have it installed and play it occasionally. You could fit up to 36-48 players at a time I think.

Edited by Yuba Frank, 11 January 2015 - 12:12 AM.


#9 Augustus Martelus II

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Posted 11 January 2015 - 01:24 AM

View PostThe Wakelord, on 11 January 2015 - 12:01 AM, said:

Was it a 1 player game? 2? 10? 24? 1 team? 2 teams? 24 teams?

From your description it sounds like just deathmatches, so no big whoop there. Certainly not a cool way to do CW (we already have the death match with no strategy mode).


Look at the second video+ there s many videos of game play in Youtube.

It was 2 teams Clan vs IS with a lot more player like Yuba Says we could have 36 to 48 player (total with both team) But the maps were so HUGE that you couldn't just kill all mechs....since objectives were more important. Many bases to take and a lot more strategy + we had vehicles and aerospace.

And my description don't say about a deathmatch + we had solaris arena it was really nice....miss the days were there was a lot of players....

I did re install it on this computer but i never see anyone there...guess the timezone.

And going critical...that small thermonuclear explosion it was EPIC!

+ i think the fans could create maps if i remember?

Edited by Augustus Martelus II, 11 January 2015 - 01:23 AM.


#10 MoonUnitBeta

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Posted 11 January 2015 - 01:34 AM

big open world, lots of 1v1's going on.. i like it.

We really need a purpose to be spread out, or atleast something that forces us to spread out because this whole blob thing is boring..

I'm dieing here for mini battles where it's not always a rain of LRMS for every second you're in the open, or a barrage of bullets around every turn.
The reason why people blob is to mitigate the attention on themselves.
It'd be really great to be on a planet, roam around, capture points, help other mechs take bases and accumulate resources. Where you leave and join new squads automatically as you move into different areas. Set up safe zones, call in drop ships to those zones, get audible warnings about incoming strikes, etc...

I will be very honest, playing MWO match by match is really painful. CW should not be that. It should be planets with max amount of mechs, huuuuuuuuuuuuuuuuuuuuuge maps that support 64 mechs, many objectives per map so that people are broken up into sections. And if 64 mechs DO blob up, they're at a significant disadvantage (such as, losing every resource they ever gained)
And then when ceasefire begins, you're given dustoff nav points to exit the planet in your mech, failure to reach the dustoff point results in missing out the salvages goodies such as mech parts (collecting mech parts to BUILD MECHS), weapons, armor, equipment, consumables, etc.

I'd really like to see conquest, attack and defend, and assualt on the same map with mini skirmishes going on in between - THAT's how huge these maps are. 10's of kilometers.
It's what Community Warfare needs. It would change the face of Mechwarrior. MWLL was on the right path, but missing a lot of that flare/polish, and also didn't have the financial support like a company does.





TL;DR?
  • Drop the small 12v12 matches that only encourage zerg/blob tactics. Get rid of the "dropping into match" mentality. Incorporate "open planets" that you just drop into (no wait times, unless it's full!)
  • Increase size of maps by 10's of kilometers, sporting up to 64mechs per planet.
  • Each planet has a theme, or is multi-themed (such as Alpine and Frozen City, or Canyon and Viridian Bog, River city and Industrial)
  • Dozens of objectives(or "game modes" spread across the map that work together to one ultimate objective) per planet:
    • "Conquest": collecting resources for additional resources/bonuses/situational things like tanks and planes.
    • "Assault": capturing bases to create safe zones to allow drop ships to land and drop reinforcements safely.
    • "Attack and defend": these are key points on the map that have repair bays and ammo reloading facilities and allows you to spawn tanks and planes.
  • Ceasefire = making it to dustoff nav points. Then the planets will switch over according to how much territory your faction was able to claim or hold. Salvaged items (mech parts/chassis, weapons, ammo, equipment, consumables, etc) are awarded to those who make the dust-off points.

Edited by MoonUnitBeta, 11 January 2015 - 01:54 AM.


#11 Augustus Martelus II

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Posted 11 January 2015 - 01:44 AM

View PostMoonUnitBeta, on 11 January 2015 - 01:34 AM, said:

big open world, lots of 1v1's going on.. i like it.

We really need a purpose to be spread out, or atleast something that forces us to spread out because this whole blob thing is boring..

I'm dieing here for mini battles where it's not always a rain of LRMS for every second you're in the open, or a barrage of bullets around every turn.
The reason why people blob is to mitigate the attention on themselves.
It'd be really great to be on a planet, roam around, capture points, help other mechs take bases and accumulate resources. Where you leave and join new squads automatically as you move into different areas. Set up safe zones, call in drop ships to those zones, get audible warnings about incoming strikes, etc...

I will be very honest, playing MWO match by match is really painful. CW should not be that. It should be planets with max amount of mechs, huuuuuuuuuuuuuuuuuuuuuge maps that support 64 mechs, many objectives per map so that people are broken up into sections. And if 64 mechs DO blob up, they're at a significant disadvantage (such as, losing every resource they ever gained)
And then when ceasefire begins, you're given dustoff nav points to exit the planet in your mech, failure to reach the dustoff point results in missing out the salvages goodies such as mech parts (collecting mech parts to BUILD MECHS), weapons, armor, equipment, consumables, etc.

I'd really like to see conquest, attack and defend, and assualt on the same map with mini skirmishes going on in between - THAT's how huge these maps are. 10's of kilometers.
It's what Community Warfare needs. It would change the face of Mechwarrior. MWLL was on the right path, but missing a lot of that flare/polish, and also didn't have the financial support like a company does.


Thats what we need if not...CW will die one day....sadly.

And its not like computers can make this...many games have HUGE maps or open worlds where a lot of players are fighting...MWO force that death Blob because of the objectives, the size of maps and etc....like you say, it feel like the normal gameplay in the standards ones....wich is sad.

I would like if PGI check this....I m sure if it would kinda look like MWLL maps and objectives....we wouldnt matter if pugs or coordinate teams....pugs wouldnt be decimate...they would had fun...even in a lost. Crushing lost would be rare (i mean extremely rare).

I ve play a few match in CW and i already feel that its like the normal gameplay in mwo...

Edited by Augustus Martelus II, 11 January 2015 - 01:49 AM.


#12 Alexander Steel

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Posted 11 January 2015 - 01:44 AM

I'm not sure the best plan for a company that is trying to get their game to succeed is to go... "Hey you know that game that failed and is no longer around? Let's just make the same game, I'm sure it will work THIS time."

#13 Augustus Martelus II

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Posted 11 January 2015 - 01:54 AM

View PostAlexander Steel, on 11 January 2015 - 01:44 AM, said:

I'm not sure the best plan for a company that is trying to get their game to succeed is to go... "Hey you know that game that failed and is no longer around? Let's just make the same game, I'm sure it will work THIS time."


I don t say the exact same stuff....but something more big than the actual CW.

The other one didnt really fail if we look at it...its just that it was a Free MOD, and it was made by a few fan of Battletech Universe...+ if i remember they were pretty young...But man! the work they done.

If only they had the financial support...imagine what they could have do.

I can't say that they fail it...because with all the points i said, they did an AWESOME work without been paid.

it was a really complex mod of a game.

#14 Thorn Hallis

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Posted 11 January 2015 - 01:58 AM

No thanks. If I wanted to play MWLL, I would play MWLL.

#15 Augustus Martelus II

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Posted 11 January 2015 - 02:01 AM

And MWO is from a company and its a whole game.

MWLL is a mod from Crysis War...not an actual game wich might explain why they lost many players....so it wasn't a fail

View PostThorn Hallis, on 11 January 2015 - 01:58 AM, said:

No thanks. If I wanted to play MWLL, I would play MWLL.


I don t say to bring back MWLL...but i would like to have something bigger than the actual CW we have something like MoonUnitBeta describe in this Topic.

#16 MoonUnitBeta

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Posted 11 January 2015 - 02:02 AM

View PostAlexander Steel, on 11 January 2015 - 01:44 AM, said:

I'm not sure the best plan for a company that is trying to get their game to succeed is to go... "Hey you know that game that failed and is no longer around? Let's just make the same game, I'm sure it will work THIS time."

The path that they're on isn't any better... I'm being very honest here, too. The game play is getting old. CW had to be huge open world with an array of objectives spread across kilometers of terrain. Basically, a huge 64+ player private match, but anyone is allowed to drop in a play. Screw ELO and match making, toss that junk out the window.

PGI has the audience that MWLL never had. MWLL was pretty exclusive in that it was a mod, most casual gamers wouldn't be bothered. I know I wasn't, even though I would have loved to played. I just wasn't bothered enough to even look into how to set up the mod and get into the action. I looked fun though.
MWO has brought in (at least, I'd like to believe so) many new faces to the Mechwarrior franchise.
Basically, MWO is more accessible than a full conversion mod than MWLL was. PGI really needs to dump the "drop into a match" mentality, and push the "drop onto a planet".

PGI could easily spin up or take down available planets based on the fluctuating population, so that the population is centralized to only a few planets, or at peek times across dozens of planets.
Each planet would be on a 6 hour timer until it's given it's own ceasefire (PER PLANET. NOT ACROSS THE WHOLE MAP!) When a ceasefire ends on a planet, it would then go back into the pool and the system would determine if it should spin it back up, or save it for later. And every planet that is allowed to be contested over must be taken out of the pool every 48 hours so that you're not stuck with one planet that never gets a chance to exchange hands.
Each planet would essentially be a "mini" server.


If PGI would do it this way, they wouldn't have to worry about ghost wins, they wouldn't have to fiddle around with their silly ceasefire times for EU, East Coast, West Coast, AUS, etc players.
Build the underlaying foundation that DOES THE WORK FOR YOU. PGI is wasting time on what they're doing right now. They're spending copious amounts of time on trying to figure out how to make Attack/defend work, building new maps, trying to solve base rushes, fiddling with lobby's, queues, wait times... They've created this huge amount of work for themselves which could have been entirely avoided.

But no. Here we are, with this INCREDIBLY complicated system of planet points, attack, defend, counter attack, ceasefire times, poor game modes, maps, etc. And within a month, it's no different than what we have already. It's just a fancy map with long wait times and frustrating tactics.

Edited by MoonUnitBeta, 11 January 2015 - 02:27 AM.


#17 Augustus Martelus II

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Posted 11 January 2015 - 02:31 AM

All true MoonUnitBeta :)

#18 Frederick Steiner A F

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Posted 11 January 2015 - 02:45 AM

A minor Point why MwLL wasnt so well known and had a bigger Playerbase was maybe the Difficulty to set the Game right up in means of Control. Fiddling around with setting up a Joystick was not that easy in the Beginning. Plus not all had the Crysis MP Pack. But beside this....?
No Contra here.
Was for me a logical Follower of Mw4. Bigger Maps, all Weaponclasses (ASF/Helo/Tank/Inf/Mech). And the Immersion of the Game was a real good one, Fights all over the Map between small Groups of Combined Arms to take Strategic Points give the Feeling of a Large Scale Operation for taking a Planet. Not Blobbing of Death for almost no Money after using the Air/Ari=CArms Support.

#19 Davegt27

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Posted 11 January 2015 - 02:58 AM

its easy to arm chair quarter back we all do it

a lot harder to come out with a Game that's a winner

#20 Augustus Martelus II

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Posted 11 January 2015 - 12:32 PM

I even think that MWLL was the closest to battletech Universe in term of gameplay

even for a mod lol





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