What Should Mwo Become Down The Road?
#41
Posted 18 May 2015 - 10:39 AM
#43
Posted 19 May 2015 - 12:13 PM
Kay Wolf, on 16 May 2015 - 03:00 PM, said:
Asymmetric numbers based on tonnage is not going to work... it's the individual designs of the 'Mechs that should be accounted for, and the only way to do that is to break these 'Mechs down to their component parts, with each part already having been gauged and a number applied to each, and add all of the individual part values together to get an offensive and defensive rating total for the 'Mech, as designed, and then modify that by a multiplier to the 'Mech rating total as determined by the game for the usefulness of the pilot with that design. Then, add all of these numbers together when a group of people hit the launch button, and then find a group that also has a series of 'Mechs that are close to the other group's number, make it so you don't have to have an equal number of 'Mechs (asymmetrical, as you've suggested), but remain with the maximum of 12 on a side, and then you'll have a fair match.
First off my initial suggestions are based on what I think is achievable without too much changes in coding or gameplay, using elements already in the game. This way PGI could actually make a change with less effort besides making larger maps, containing a more natural environment and enhanced game modes.
I somewhat disagree regarding the calculation system for pairing, but not completely. Even if there could be some ways of making games even, mechs and pilots are different, and should remain so. A super complex algorithm like you suggest could really make this an rock, paper, scissors kind of game, where every mech, weapon and player on one side is paired with a counterpart on the other. Fair, yes. However, I do not necessarily believe the game will be more fun this way.
By using tonnage instead, and allowing a variety of mech types and skill levels in the same match opens for a more varied and surprising gameplay. Yes, that noob is a dumb f***, but in war you get reinforcements in the form of unexperienced people, and it’s your bloody task to enlighten them in the heat of the battle. Quirks could still be used to make certain mechs more useful in their primary roles.
With communications and more time for planning and maneuvering, I think this will work out just fine overall.
In CW each side drops with 48 mechs today. I think all matches should be in CW, but instead of a fixed number of 48, the numbers on each side should differ based on total weight. Perhaps those numbers should be different between clan an IS to.
There could how ever be none CW matches in more arena style matches with a maximum of 12 mechs for those times you just want to do a quick drop.
The most important part for me is for PGI to start doing a change one way or the other. Then we can discuss the details when this happens
#44
Posted 19 May 2015 - 05:36 PM
In NetMech 95 I was terrible at the game, as in MechWarrior II: Mercenaries multiplayer (Kali, Heat, MPlayer, etc.). However for MechWarrior III and Pirate's Moon multiplayer, I held an average of 3:1 kill/death ratio, when it was actually important to read KDR. For MechWarrior IV, I was so horrible I completely reversed that average. For this game I'm working my way up, from June 2012 to now, where I now have more better days of play than bad ones, and I can only afford to get in about 15 - 25 matches in per week. Today, for example, in seven games, I had one where I had zero kills, two games with one kill, three games with two kills each, and on game with three. This time last year, I was happy to be able to get one kill every other game. If we were to measure my growth over this time period, if I had used the very same Catapult design over the entirety of this past three years, with the existing system, which you're basically supporting, there would be absolutely no ability for me, or my opponents, to benefit from the changes in my abilities. Whereas, with Battle Value, my Catapult would have gone UP in value, instead.
The point being that if I am with a really good team of people, even PUGs, if there is a bucket for my team, and a bucket for the enemy team, and they're within 5% of one another, if the other team is crappy, they would be allowed to have more 'Mechs, up to a maximum of 12 for PUGs, or 48 for CW, against fewer 'Mechs on my team, and a far more balanced game in the process.
I don't know how better to express what I'm trying to get across, without doing a whole lot of work that I don't have time to write up at this point in my life.
#45
Posted 20 May 2015 - 08:10 AM
Vellron2005, on 18 May 2015 - 04:58 AM, said:
1) More maps for both CW and PUG drops
2) Bigger maps, with more objectives, weather and destructable environment
3) More game modes for both CW and PUG drops
4) More FLUFF and immersion
5) Making CW the dominant playing mode (Campaing), and PUG drops "Arcade" mode
6) Inter-faction economy, black market and making couquering planets profitable
7) PVE game modes with tanks, planes, helicopters and other vehicle types as bots. Includes Co-Op play.
8) Add ability to excange mechs and items between player accounts
9) News feeds about what's going on with the game inside the client
10) More tactics oriented gameplay options instead just kill-all style of play
11) Dev sponosored "Celebrities" that play and fight, and issue faction commands. I wanna meet Victor and Katrina Steiner ingame.
12) Mini-campaign PVE co-op tournaments (mini story oriented PVE campaigns in place of some tournaments)
13) Raid-like PVE co-op story oriented mini-campaigns
14) Solaris.. with leaderboards and game-worthy rewards like mechs and MC
15) Stronger on-line marketing to attract new players (not just uber-mega-cool mech packs that cost as 3 blizzard games combined)
That's what I hope PGI will do with this game..
I like everything here except the "arcade mode" players looking for a sim like experience may be turned off by this. There are PLENTY of arcade mode games out. I hope this game sticks to the character of Battletech and doesnt offer a watered down version. Just a bad idea.
Edited by Johnny Z, 20 May 2015 - 08:15 AM.
#46
Posted 20 May 2015 - 08:45 AM
"What sort of game do you prefer to play?"
The answers would, basically, be... (NOTE: multiple choice is allowed for at least many of these.)
- Competition Only, Please?
- I am interested in light in-game competition play (the forthcoming Solaris mode)
- Let me into some deep competition, such as eSport
- I am interested in light in-game competition play (the forthcoming Solaris mode)
- Depth of Involvement in the Main Game
- Just some stress relief, such as running around and killing other 'Mechs (Lonewolf, or Ghost mode)
- Service is the name of my game, so I want to become part of a House, Clan, Duchy, Pirate, Periphery, or Mercenary unit
- Give me the whole experience, please? I want to be an officer, a leader, maybe even have my name forged on the planets of the Inner Sphere
- Just some stress relief, such as running around and killing other 'Mechs (Lonewolf, or Ghost mode)
Of course, these levels COULD be expanded to include more variations of depth, as necessary to the game.
Ghost mode is basically the "Arcade Mode" spoken of, earlier. The difference is that the player would be playing the full-deep CW mode, but they would be filler, filling slots in unit actions where one side or the other is low and needs help. The Lone Wolf still gets their game, and the unit has an improved possibility, or at least the increased firepower, for winning. Win-win.
#47
Posted 23 May 2015 - 12:08 AM
This is an interesting thread, got some possible MW implications.
#48
Posted 25 May 2015 - 03:50 AM
Johnny Z, on 20 May 2015 - 08:10 AM, said:
I didn't mean "Arcade mode" as watering anything down... it's more of a spiritual designation... like.. playing without story elements, just for the fun of it..
If you ever played...saaay... NFS Most Wanted (Original game), the CW would be "career" and PUG drops would be "quick race"
That's what I meant.
#49
Posted 26 May 2015 - 11:02 AM
Kay Wolf, on 19 May 2015 - 05:36 PM, said:
So, I think we agree in most aspects, only you want to scale down the total available number of mechs where I’d rather scale up.
I see your point. Moreover, it could most certainly be a more valid solution in the current smaller arena style matches. With larger maps I’m not so sure. Smaller numbers takes away some of the possibilities of tactics as you have fewer strings to play on.
If the game should take the direction I suggested, one way to make people use mechs less favorable than the few that for some reason inevitably would become a little more powerful than the others, PGI could make a score like you suggested, but instead using this score to directly issue higher bonuses if your mech has a low score. This would make more experienced players trying to shine with less favorable designs.
Anyways, I think this path needs to be threaded as (if) we start walking it.
Edited by Serpentbane, 26 May 2015 - 11:08 AM.
#50
Posted 26 May 2015 - 11:25 AM
But sadly PGI won't do it. Creating such large maps is just something they won't do for some reason....But i voted for the turn.
#51
Posted 26 May 2015 - 03:01 PM
Serpentbane, on 26 May 2015 - 11:02 AM, said:
Quote
Quote
If you want to change the game to make it so there are bonuses given to weaker 'Mechs, on an automatic basis, you may as well build a system that makes more sense, AND sticks within what exists in BattleTech Canon.
Spleenslitta, on 26 May 2015 - 11:25 AM, said:
#52
Posted 28 May 2015 - 07:19 AM
Kay Wolf, on 26 May 2015 - 03:01 PM, said:
If you want to change the game to make it so there are bonuses given to weaker 'Mechs, on an automatic basis, you may as well build a system that makes more sense, AND sticks within what exists in BattleTech Canon.
With bonuses I meant bonuses to your base rewards. If your mech has 20% lower overall efficiency score than the baseline, then your reward should also increase accordingly, or a little more perhaps.
If mech A were just on the baseline and mech B 15% below, average players would perform an average of 15% worse in mech B than a comparable player in mech A. With today’s system, this mech is not widely used due to its low performance, and PGI tries to even this out with quirks.
If mech B gets a reward multiplier of 20%, experienced players could earn higher bonuses compared to average players in baseline mechs. If both players is rewarded with 100.000 C-bills, the pilot in mech B would get 20.000 C-bills extra. PGI could even give extra bonuses in public games, like MC’s if you have the highest score on the team, and even a little more if your team wins, and you’re running a mech scoring 15% below the average baseline efficiency score.
This way the mechs could be different, but still valid choices in the game. The numbers are just examples. In addition, if the mech is 15% above the baseline, it could get an 10% decrease in rewards.
Edited by Serpentbane, 29 May 2015 - 11:01 AM.
#53
Posted 28 May 2015 - 10:22 AM
#54
Posted 28 May 2015 - 06:58 PM
Serpentbane, on 28 May 2015 - 07:19 AM, said:
AkoolPopTart, on 28 May 2015 - 10:22 AM, said:
Could PGI add anyone formerly of Microsoft, of Blizzard, of Activision, of Cyberlore, who might be able to help them destroy the envelope and put this game where it really needs to be, all the way around? Yes.
Edited by Kay Wolf, 28 May 2015 - 06:59 PM.
#55
Posted 31 May 2015 - 09:38 AM
#56
Posted 06 June 2015 - 12:38 PM
carl kerensky, on 31 May 2015 - 09:38 AM, said:
Thnx.
Yes, I do think making deals with the forces of evil, aka millions of casual players used to playing CoD, are a little to tempting. Somewhere MWO took a turn from the MW sim for enthusiast over to the Armored Nascar game we have today.
However, if you want to play MechWarrior today MWO is what you get. So I can only hope PGI starts listening to the community even more. Not only when it comes to small adjustments to the current game, but also when they find themselves at the next intersection deciding where to go from then on.
That’s why I also try not to go overboard, suggesting rather simple things that can be achieved without huge changes to the game, but still could make a huge impact on how the game can be played.
PGI made a slogan for MWO. The thinking person’s shooter. When was the last time you used your head more in MWO than you ever did in CoD or BF? In my opinion we and PGI need to dig up this slogan and think about how this should reflect on the game.
I’m confident that the community and PGI can make an even better experience. Stick around.
#57
Posted 06 June 2015 - 06:41 PM
#58
Posted 06 June 2015 - 09:43 PM
For my part, I believe much of what needs to be done can be done outside the combat simulator. Move the in-game lobby to the web, along with the logistics, contracting, unit management and maintenance, and make it so commander's can launch from that web site, or at least quickly change into the game interface rapidly. The combat simulator is in pretty dog gone good shape as-is, except for the maps and mission/mode types, and our community at large has always worked through web sites, before, and they've worked just fine... why reinvent the wheel, when it's unnecessary?
#59
Posted 08 June 2015 - 07:23 AM
My thought is still not to change existing key functionality to much at once. But a few touches here and there could make for some extended use of scouting, tracking and intelligence gathering roles, with increased bonuses for playing out those roles.
Note that this can be considered phase one, but I think it will buff the value of teamwork a little. It might not be lore, but I try thinking gameplay as well.
All mechs starts match with radar in passive mode. No enemy mechs will be targeted before radar is activated or data is relayed from other friendlies.
Active Radar, can be carried by all mechs:
- Would track all enemy mechs not hidden by obstacles.
- All enemies would show up as red triangles on minimap like today.
- The mech can target and lock for its own weapons.
- Enemy positions are relied to friendlies, but as dots only and with no targeting data.
- The mech cannot guide friendly mechs weapon systems.
- When a mech is targeted it will know the direction of the enemy mech, but not the range.
- The minimap shows a line with the direction to the source of the radar.
- This also works with own radar in passive mode.
Active Radar with advanced sensors, can be carried by certain mechs (like the raven):
- All features of Active Radar with extended range.
- Enemy positions are relied to friendlies with full targeting data.
- Equipped mech relay targeting data to friendly mechs allowing them to lock on.
- When two mechs with advanced sensors are targeted they can triangulate the source.
- Triangulated data is relayed to friendlies and show enemy on minimap as a dot.
- This also works with radar in passive mode.
- Triangulated mech cannot be targeted.
ECM (How ECM should work can be discussed, but I use the existing ECM functionality as base)
- Blocks enemy radar like today, no targeting possible.
- Will not block radars with advanced sensors, but will prevent locks. Dots on enemy minimap.
- Counter mode will break enemy ECM within its bubble, nullifying it.
- Prevents enemy units within range to relay data to friendlies.
Tag laser
- Targets enemy mechs, even if protected by ECM.
- Do not collect data about targeted mech.
- All mechs can use their own TAG to lock on to enemies.
- Targeting data is relayed to friendlies relative to the mechs radar system.
- Only mechs with advanced sensors can relay data for lock on to friendly mechs.
NARC
- Lets all mechs lock on even with radar in passive mode.
- If NARCed mech is protected by ECM, mechs with passive radar will not be able to target.
- If NARCed mech is protected by ECM, radars will be able to pick up on the signal and target.
- Advanced mechs will be able to relay lock on data to friendly mechs.
- NARC do not provide any data about mech.
I think this could be a good place to start.
#60
Posted 08 June 2015 - 07:52 AM
radar system : detects enemies that enter the distance of your radar and appear as unknown contacts as thy get closer more info is gathered and when line of sight is spotted all details are given. However data can not be transmitted too friendlies unless that mech has a C3 system.
Tag: not only high lights a target but can guide missiles while in flight.
ECM : GECM protects only your mech. AECM protects the mechs around you but not yourself. ECM does not stop target locks but dramatically increases the needed time too lock.
C3: transmits target data too other allies.
Jump jets: work as a burst of power instead of a hover climb system, should generate more heat and take longer too recharge. Also if landing on un even or very thick terrain momentum should be decreased
Active and passive radars.
Light amplification.
Crouch.
A heavy hitting heat scale that actually causes damage if you for go the warning.
improved sound effects too I.E different sounds for different weight classes. I.E foot steps , start up sounds ETC.
Way more improved sound effects.
I will cut the list there. Maybe mention more in time.
Scouting raven is scouting.
Edited by Kh0rn, 08 June 2015 - 08:21 AM.
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