Dracol, on 29 January 2015 - 09:56 AM, said:
So, what parts of lore are you willing to ignore and which parts are you not willing to ignore?
Twycross... what are your thoughts on that? Should the Clans have lost the MWO fight on that world just recently and a ceasefire between IS and Clan initiated? Because continuing to fight after Tycross goes counter to any lore that ever existed for CJF.
Tukkayid is the planet you are thinking of...Twycross was the site of the refusal war last stand of CWiE by Natasha Kerensky 8 years in the future.
As for the route of the invasion, I do think that we should be kind of "writing our own invasion". I think playing predetermined outcomes would not be fun for many because no one would play IS until Tukkayid.
However, I do think that a substantial diplomacy system in the game and/or contract system would do many things for the player base. For starters, it would add depth, give mercenaries a purpose, allow for diplomacy in a world where most games have no diplomacy, and provide clear cut advantages for mercenaries, as well as advantages for loyalist units.
How is that such a bad thing? If you want to play clans so badly...become a loyalist unit. Simple problem, simple solution.
Depth, immersion, varied gameplay, and sensible rules are all hallmarks of a good game.
I have never seen a game that had no depth or immersion, stagnant gameplay, and no rules turn out well...ever.