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Constructive Criticism For Cw


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#21 Dawnstealer

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Posted 28 April 2015 - 10:57 AM

View PostDino Might, on 28 April 2015 - 10:53 AM, said:

Whatever you do, please make modules, skill trees, etc. have some tradeoffs and not be pure must-have upgrades. I want specialization to have a downside, too. And no, boating a weapon with 450m effective range has no downside, because 90% of the engagements happen within that range. I'm talking things like weapon range modules that make the weapon run hotter, or have a slower cooldown, or something of the sort. Give an acceleration bonus skill but reduce the top speed as a result.

These can be balanced such that they are overall improvements for most conditions, but there is some negative associated with it, where you can't be jack of all trades straight upgrade with everything.

Either that or have a trade-off in the tree itself: you can go for Acceleration and Speed Tweak in the same tree, but you'd sacrifice the "mobility" tree (so no Anchor Turn or Torso X, for example). So the tree is an actual tree: you start to specialize, you're sacrificing something to do so.

But I also think players who have played for a really long time, and played in a specific mech for a long time, should be able to benefit from that. And that's why I mentioned the x10 XP to open the other branch. So once I've completely unlocked the Speed Branch, for example, the "Mobility" branch would become available again, but at a MUCH higher XP cost.

#22 sycocys

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Posted 28 April 2015 - 10:59 AM

What I'm saying is that you haven't used the Cryengine that the brilliant team behind this game early on (and were green flagged to do) gutted out because they didn't want to adapt the features that were built into it. They've admitted to doing so in early discussions on why different features from the engine weren't being used.

So in all likelihood what's left of the engine is what we've got in the game. Unfortunately it would probably be far more cost effective for them to port the game to Unreal at this point than to actually try to figure out how to program ai and destructible models.

#23 Dawnstealer

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Posted 28 April 2015 - 11:04 AM

View Postsycocys, on 28 April 2015 - 10:59 AM, said:

What I'm saying is that you haven't used the Cryengine that the brilliant team behind this game early on (and were green flagged to do) gutted out because they didn't want to adapt the features that were built into it. They've admitted to doing so in early discussions on why different features from the engine weren't being used.

So in all likelihood what's left of the engine is what we've got in the game. Unfortunately it would probably be far more cost effective for them to port the game to Unreal at this point than to actually try to figure out how to program ai and destructible models.

Ah gotcha - hadn't heard that. Not too surprised, but...wow.

And I prefer the UDK. Cryengine is awesome for 1st person, story-style games with dense foliage, but for giant stompy robots - you're really not utilizing the engine for its strengths.

Edited by Dawnstealer, 28 April 2015 - 11:06 AM.


#24 Apnu

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Posted 28 April 2015 - 11:18 AM

I like this thread so much, I tweeted it to @CM_TinaBenoit

#25 Dawnstealer

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Posted 28 April 2015 - 11:56 AM

Thank you - I really hope at least some of this is already being planned out by PGI. I'd be surprised if none of it is. It would be cool if PGI would flat-out say: "These are our goals. This is what we can definitely do [no timeline] and plan on implementing, these are things we'd like to implement, but are way down the priority list. These are things we will never put in the game ever, so stop asking."

Edited by Dawnstealer, 28 April 2015 - 11:56 AM.


#26 Apnu

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Posted 28 April 2015 - 12:15 PM

View PostDawnstealer, on 28 April 2015 - 11:56 AM, said:

Thank you - I really hope at least some of this is already being planned out by PGI. I'd be surprised if none of it is. It would be cool if PGI would flat-out say: "These are our goals. This is what we can definitely do [no timeline] and plan on implementing, these are things we'd like to implement, but are way down the priority list. These are things we will never put in the game ever, so stop asking."


I've been trying really hard to listen to what PGI is saying. They're not consistent, nor is it easy to follow what they're saying, Russ' love of Twitter hinders data collection, IMO. The Town Halls are great for intel and intent, if they did one every quarter, that would be amazing.

Anyway, a lot of this stuff is on their radar. They know CW is an inch deep and an inch wide, they even said as much at CW launch. They have some plans, they're keeping them close to the vest. We know 4v4 is happening pretty soon and it will be used to open attack lanes for full on Invasion. And Solaris is getting a lot of rumble, but no specifics yet. PvE is in the brainstorming phase, Russ has mentioned it a few times. What, beyond that, PGI is looking at is beyond my knowledge.

#27 Dawnstealer

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Posted 28 April 2015 - 12:19 PM

And with that in mind, that's why I'm posting this list of suggestions up now. When that pool's a mile deep, it's too late to change anything. Right now? There's a chance to change momentum and do something else. What I'm worried about is that they'll focus on the wrong thing and send this game into a death spiral.

#28 Dino Might

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Posted 28 April 2015 - 12:49 PM

View PostDawnstealer, on 28 April 2015 - 10:57 AM, said:

Either that or have a trade-off in the tree itself: you can go for Acceleration and Speed Tweak in the same tree, but you'd sacrifice the "mobility" tree (so no Anchor Turn or Torso X, for example). So the tree is an actual tree: you start to specialize, you're sacrificing something to do so.

But I also think players who have played for a really long time, and played in a specific mech for a long time, should be able to benefit from that. And that's why I mentioned the x10 XP to open the other branch. So once I've completely unlocked the Speed Branch, for example, the "Mobility" branch would become available again, but at a MUCH higher XP cost.


I like the alternate choices of different branches, but don't want to be able to get every benefit, even if for ludicrous amounts of experience. The haves will always significantly outclass the have nots in that situation, and if you think about it, you already have a major advantage from piloting a mech often, the intangible knowledge of how that mech responds and is best employed. The newer guy doesn't have that, so I think it best to not further the disparity with perks in every branch. I really like your idea of speed vs maneuverability, maybe stability as well? You can pick x total points worth of perks, and they increase in cost as you go down a tree. You can get some of each tree, or you can get all of one tree, but not all of all trees.

PGI should like this, because it entices buying multiples of mechs, to get different optimized builds. It increases mechbay sales, more cbill sinks, and its not bad for players if you allow a reskill option to spend exp to wipeout your skill tree on a mech.

Just make them mech enhancements rather than pilot skills, so it makes sense. You're paying the tech to make Han Soloish "special modifications."

Edited by Dino Might, 28 April 2015 - 12:51 PM.


#29 Dawnstealer

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Posted 28 April 2015 - 01:03 PM

View PostDino Might, on 28 April 2015 - 12:49 PM, said:


I like the alternate choices of different branches, but don't want to be able to get every benefit, even if for ludicrous amounts of experience. The haves will always significantly outclass the have nots in that situation, and if you think about it, you already have a major advantage from piloting a mech often, the intangible knowledge of how that mech responds and is best employed. The newer guy doesn't have that, so I think it best to not further the disparity with perks in every branch. I really like your idea of speed vs maneuverability, maybe stability as well? You can pick x total points worth of perks, and they increase in cost as you go down a tree. You can get some of each tree, or you can get all of one tree, but not all of all trees.

PGI should like this, because it entices buying multiples of mechs, to get different optimized builds. It increases mechbay sales, more cbill sinks, and its not bad for players if you allow a reskill option to spend exp to wipeout your skill tree on a mech.

Really good points. I was just thinking about what your long-term, loyal players, who you absolutely have to keep happy, would do with all that XP just sitting around. I have mechs with thousands of XP just sitting there, doing nothing, because there's nothing else to spend it on.

View PostDino Might, on 28 April 2015 - 12:49 PM, said:


Just make them mech enhancements rather than pilot skills, so it makes sense. You're paying the tech to make Han Soloish "special modifications."

Bonus that you could make them visible attachments on the mech - you could tell a mech had Speed Tweak vs Anchor Turn by how its legs looked.

Edited by Dawnstealer, 28 April 2015 - 01:03 PM.


#30 luigi256

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Posted 28 April 2015 - 01:14 PM

I like everything here except for the melee bit. It just doesn't sit right for me personally. But everything else is great I hope they at least get to work on AI. Having tanks and elementals running around would be nice in a ghost drop CW battle.

#31 Apnu

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Posted 28 April 2015 - 01:32 PM

View PostDino Might, on 28 April 2015 - 12:49 PM, said:


I like the alternate choices of different branches, but don't want to be able to get every benefit, even if for ludicrous amounts of experience. The haves will always significantly outclass the have nots in that situation, and if you think about it, you already have a major advantage from piloting a mech often, the intangible knowledge of how that mech responds and is best employed. The newer guy doesn't have that, so I think it best to not further the disparity with perks in every branch. I really like your idea of speed vs maneuverability, maybe stability as well? You can pick x total points worth of perks, and they increase in cost as you go down a tree. You can get some of each tree, or you can get all of one tree, but not all of all trees.

PGI should like this, because it entices buying multiples of mechs, to get different optimized builds. It increases mechbay sales, more cbill sinks, and its not bad for players if you allow a reskill option to spend exp to wipeout your skill tree on a mech.

Just make them mech enhancements rather than pilot skills, so it makes sense. You're paying the tech to make Han Soloish "special modifications."



I honestly think there should be a newbie pool to sort that stuff out. MPBT:3025 chose to use Solaris for newbies. When you created a new account, you were dropped in Solaris with a free mech (A Commando) and you had to fight so many matches and get so many XP points, (enough to buy another light mech it turned out) before you were released to the whole game and then, only then, were you allowed to join a faction. You had to join a faction, but you could change factions with some hit to your faction loyality ratings. Faction loyalties gave you easier access to bigger mechs and faction specific mechs.

There were a lot of things wrong with that game, but they got that right. Oh and EA can ************* for canning it to make room for yet another drift racing game. You suck EA!

#32 Dawnstealer

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Posted 28 April 2015 - 01:49 PM

View Postluigi256, on 28 April 2015 - 01:14 PM, said:

I like everything here except for the melee bit. It just doesn't sit right for me personally. But everything else is great I hope they at least get to work on AI. Having tanks and elementals running around would be nice in a ghost drop CW battle.

So that's interesting: what doesn't sit right about melee? That it would be limited to IS, or that it would exist at all? Or something else?

#33 Dino Might

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Posted 28 April 2015 - 02:40 PM

View PostDawnstealer, on 28 April 2015 - 01:03 PM, said:

Really good points. I was just thinking about what your long-term, loyal players, who you absolutely have to keep happy, would do with all that XP just sitting around. I have mechs with thousands of XP just sitting there, doing nothing, because there's nothing else to spend it on.


Bonus that you could make them visible attachments on the mech - you could tell a mech had Speed Tweak vs Anchor Turn by how its legs looked.


I like the idea of some more endgame content, but we have the same problem now. I'm nearing 1 million exp on my Locust 1E. I am actually favoring it just to hit that mark for the heck of it. I think the best way to give more experienced players something to do would be to either have a XP conversion to some other point system that lets you gain aesthetic elements for that mech, or allow XP transfers to other players, at say, a 10:1 conversion. You lose 10 xp, they gain 1 xp, for that particular mech.

I haven't thought much for other ideas. But you could have skill tree modifications or clearing as an xp sink. Your choices are locked unless you buy a reset with some amount of xp.

#34 Dawnstealer

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Posted 28 April 2015 - 02:52 PM

View PostDino Might, on 28 April 2015 - 02:40 PM, said:


I like the idea of some more endgame content, but we have the same problem now. I'm nearing 1 million exp on my Locust 1E. I am actually favoring it just to hit that mark for the heck of it. I think the best way to give more experienced players something to do would be to either have a XP conversion to some other point system that lets you gain aesthetic elements for that mech, or allow XP transfers to other players, at say, a 10:1 conversion. You lose 10 xp, they gain 1 xp, for that particular mech.

I haven't thought much for other ideas. But you could have skill tree modifications or clearing as an xp sink. Your choices are locked unless you buy a reset with some amount of xp.

Or transfer to c-bills or something, yeah. I'd just want the option to do something with it. Most of my mechs were full-on Mastered over a year ago.

Edited by Dawnstealer, 28 April 2015 - 02:52 PM.


#35 Carpenocturn

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Posted 28 April 2015 - 04:35 PM

Very cool ideas!

I do love the mech skill tree and the idea of planets "Doing" something other than being "Congratulations men, we have taken dot number 23!"

Take and hold for ppawn points works well in World of Warcraft where distracted people hunting glory suddenly become aware of how short sighted it is when they are respawning back at their base.

People ninja taking bases happens, but it leads to greater situational awareness

#36 luigi256

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Posted 28 April 2015 - 04:46 PM

View PostDawnstealer, on 28 April 2015 - 01:49 PM, said:

So that's interesting: what doesn't sit right about melee? That it would be limited to IS, or that it would exist at all? Or something else?


That it would exist at all. From what I remember no other Mechwarrior had melee combat (played 2, 3, and 4). It is just a nostalgia thing so if it got in and was put in every future MW title I'm sure I would get used to it. Assuming that there are more Mechwarrior games after this one.

#37 Dawnstealer

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Posted 28 April 2015 - 04:50 PM

A game that did it brilliantly was Joint Operations. The games would go until one team had conquered all the spawn points. Yes - they would go until one team actually won completely. Sometimes games would be over in five minutes, sometimes they would run days

Definitely not suggesting that, just that it led to a lot of "push the attack, or consolidate?" And it was a genuine question - push too far, too fast, and you'd find yourself alone and surrounded by enemies. Then you'd be wiped out and, while waiting to spawn, the enemy push would drive back your now-shorthanded team.

View Postluigi256, on 28 April 2015 - 04:46 PM, said:


That it would exist at all. From what I remember no other Mechwarrior had melee combat (played 2, 3, and 4). It is just a nostalgia thing so if it got in and was put in every future MW title I'm sure I would get used to it. Assuming that there are more Mechwarrior games after this one.

Someone will always pick up the mantle. It just gives players an option of something else that's cool to do. You can go with heavy ammo-based builds because you can always go punch the crap out of something if you run out. Some mechs (Banshee) were holy terrors in melee and they could be given (tree-skill unlockable, natch) quirks to reflect that. Someone turns your armless mech into a stick? You can still kick them. Sure it's not much, but it's something.

And melee is such a huge part of BT lore:

Posted Image

#38 HARDKOR

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Posted 28 April 2015 - 05:15 PM

View PostDawnstealer, on 28 April 2015 - 07:44 AM, said:

First: PLEASE do not turn this into a PGI flame thread. There are many, many, many of those and that is not my goal here; if your goal is to flame, head on over to one of the other threads and have at it. I enjoy this game. I think this game is the best attempt at capturing big, stompy Battletech robots to date.

That said, it has its flaws, which I'm sure the developers are aware of, especially after this event. While they reset the borders, and check the numbers, I wanted to throw in my two cents on things I think would make CW more fun, more balanced, more successful, and more flavorful (for those who want to roleplay or have "single player" missions, for example).

Some of these will be possible with relatively small changes, others will take a lot of work:

1.) Rewards/XP: This has been said by others, but the Rewards and XP system need to be more specific. Right now, you have Speed Tweak, Torso Twist, acceleration skills, modules that can flop between mechs. Nothing is unique other than quirks (I'll get there). Skill trees should be Class-specific, there should be "or" choices, make the quirks mech-specific skills the player can unlock instead.




  • Class/Role-Specific Skills: Lights, for example, should have access to speed and mobility skill trees. Assaults should have access to weapon heat and cool-down skill trees. Mediums should be a blend, but more focused on mobility. Heavies should be a blend, but more focused on firepower.​




  • Chassis-specific Trees: Rather than Quirks, create a system of mech-specific skills. Rather than a system of "UNLOCK ALL THE SKILLZ!," have the trees be choices: "You have a 9S - you can unlock the ERPPC Velocity chain OR the ERPPC Heat chain." You now have to make a choice of what this mech will be, what you want it to do. Who knows? Maybe you can unlock the other tree for double (or x10) the XP. A Raven could have a longer range TAG or one with a fainter TAG beam (rather than the "shoot me!" one that exists now), or it could have the missile refire tree. Make players have control over what their mech is.​



    • Side note on ECM: ECM covers only the mech with the ECM, but this can be expanded through the skill tree. You can cover one additional mech per level (or expand the bubble), with it favoring lighter mechs first, or randomly if the tonnage is the same.




  • Clan XP: You can't force people to roleplay and you shouldn't. In the past, Clans were balanced by two things: numbers and fighting style. Apparently 10v12 isn't going to happen, so I won't suggest it here, but roleplaying can be encouraged through XP. NO XP and C-bills for Assists would be a good start. Low XP and C-bills for non-solo kills. To balance this, MASSIVE XP and C-bills for Solo Kills. Clans shouldn't have artillery...come on.
2.) Mercenary Units: Basing the rewards for mercs on faction population and success (or lack thereof) creates a flood of mercs flowing from one faction to another. This is fine if the mercs are all flowing to different factions, but because of the current reward system, they all flow to the same one or two factions, creating overnight superpowers. Here's a couple ways to calm that down:




  • Longevity Rewards: Let's face it - people play mercs for two reasons: 1) they don't know or care about the lore and just want to play the game, 2) they want the freedom that being a merc provides. In BT lore, it was a BIG DEAL when merc units jumped from one power to the next. Ones who did it frequently were blacklisted and maybe used, but were seen as little more than pirates for hire. Units should be free to do this, but the rewards should be tiny. If you want to jump faction to faction, you should be able to with zero cooldown period. Merc units initially will get paltry rewards: the faction doesn't know how long they'll stick around. For every [insert length of time here - week?] the merc unit stay with that faction, the rewards ramp up by, say, 10%. There's some incentive to stay put and there's an actual cost for leaving.




  • Faction-Specific Rewards: Join with Steiner? You get more money. Join with Kurita? You get weapon upgrades. Join with...you get the idea. Right now, there is zero difference between dropping with different factions. I assume that's because of the "beta" tag. Flavorful rewards for the role-players or at least to get twitch players to lean that way.
3.) Community Warfare Fixes: Like the others, there’s a couple suggestions here. The first has to do with the current gamemodes, and the second has to do with the droptimes, ceasefire, and population issues.




  • Implement Conquest Mode: It looks like PGI looked at their three gamemodes (Assault, Conquest, Skirmish) and decided that Assault and Skirmish (Invasion and Counter-Attack, respectively) were the best routes to go. In my opinion, this was a mistake: Conquest is a lot more like what CW should be like, but with a twist.

​"Destroy the big gun" is a great boss level. This would be a good "once every ten matches" game mode, but it's not very strategic-minded. It has more team-play involved because of the number of mechs, waves, and so on, but it's still more about big alphas, causing the most damage, focused purely on combat and not roles, and so on. It's deathmatch where you can blow up a couple buildings. You guys should have gone with Conquest instead. Here's Emerald Taiga reimagined around this new gamemode:

Posted Image

The green circles are the dropzones - not much change there. Each side starts with one node already captured. The change from Conquest happens in two ways: 1) you must capture the nodes in sequence, and 2) the nodes become new dropzones.

How this would work is that teams would move out, having to fully conquer a node before it flipped (so no "sliver counts as capped" that exists in Conquest: all or nothing). Once a node is conquered, it becomes available as a new dropzone. A player respawning can choose which captured node or spawnpoint to spawn in - no more spawn-camping.

Now you can reinforce the front, or withdraw and regroup to an earlier-captured node. Roles matter: Lights with capture accelerators will be able to push the front quickly, but if the other team goes Assaults, those Lights will be wiped out. Scouting will matter. Mediums to bridge the gap will matter. Heavies to hold and defend will matter. Teams might actually have to split their forces.

The attacker wins if they control more than 50% of the nodes, the defender wins if they don't. Conquering nodes should take a long time unless a LOT of mechs are on them. This should be take-and-hold: one Light focusing on caps shouldn't be able to do it.





  • Toss the Ceasefire: I know why PGI implemented the ceasefire, but I'd say it's time has passed. Have planet conquest based on an overall percentage games won by the attackers. When you have a limited number of zones, the only matches that matter are the last ones before the attack window closes. Prebuilt teams, unless they're grinding XP or practicing, don't even bother dropping outside of an hour or two before the ceasefire because there's no point.

Worse, players who either aren't grouped up, or can't play during that critical time, feel like their contribution is totally worthless and pointless. And they're right: it is. A ceasefire mechanic is fine, but count ALL the matches played for that planet as opposed to just the last few.

  • Planet Selection: Allow factions to choose which planets to attack. This can open up broader fronts, take away the weird attack algorithm that creates bizarre pockets and wormholes and sends Clans off on goose-chases across the Great Wherever, rather than towards Terra (which is the whole point).

I know PGI's eventual plan is to make the planets mean something, to have conquering a sector matter because it'll give perks. This is a great idea. Let the players decide where their houses should attack. Larger factions could be at a disadvantage because they might have to spread that population across more planets. Smaller population factions can focus their attacks where they'd be most effective. Factions can engage in sneakiness and strategy, pushing towards planets that give better perks (ie Hesperus II, for example) or Solaris VII, or drawing the enemy to one place and then hit them in another.








4.) Other Stuff: AI, Destructible Terrain, Melee, Solaris, Single player/team play/roleplay: This is a catchall section of cool things I think are on the drawing board, but maybe not?
  • AI: Cryengine comes with AI built-in. Crysis had some great AI. Tank models, especially at the scales we're talking about, don't have to be high-poly affairs. Turrets are...sorry, this isn't very constructive...stupid. Turrets just don't feel "fluffy." They don't fit. Tanks? Do. Infantry? Do.

Killing turrets is boring. Let me stomp after an Ontos (8MLs!!) and kill it? AWESOME. Pop around a corner and see an (AC40) Demolisher? Oh crap!! I see a turret that exclusively targets my legs, doesn't move, doesn't "think?" Yawn. Tanks could move around a base and might not be where you'd expect them to be - they aren't stationary and predictable like a turret.

Finally, Ghost Drops? SOLVED. You still have to fight, you're just fighting lesser vehicles than mechs. The planet didn't say "Well, geez - let's just not fight for this territory," they said "We don't have enough mechs - let's put some tanks out there and hope they don't attack with mechs..."

It's more flavorful. It's more fun. What's more is that it would put just how terrifying mechs are into perspective. "Nice 80 ton tank." *splat*

  • Infantry: I'm an IS loyalist, and Steiner loyalist specifically, but I'd LOVE to see Elementals in this game. They NEED to be in this game. Not in huge numbers, not as player-controlled entities, but defending a base? Do it.

Even IS infantry could be a lot of fun. More than shooting mechs, could you imagine stomping through a line of dug-in infantry and splatting them JUST BY WALKING?? How cool would that be?

This doesn't need to be overdone, and they really shouldn't be effective (the man-pack PPC is the most powerful weapon IS Infantry have; they do 2-3 points of damage, if memory serves). This grounds the player in this universe. It makes it feel like a real place. It makes this universe seem lived in, a place people are fighting over: not an arena.

  • Destructible Terrain: Pretty sure this is on PGI's list, but is a low priority. I don't need to be able to blow apart buildings (although that would be amazing - imagine just rumbling through a building to get to the enemy hiding behind it), but able to knock a path through trees? Make those Flamers light stuff on fire [I'm getting there]? Awesome.
  • Flamers: Please make these things useful. Be able to light the ground or trees on fire. Make them generate less heat for the user than the target. Have the ability to create smoke screens that disrupt thermo and night vision. Do something - I love flamers, but there's little reason to take them outside a troll build.
  • Melee: I'm going to say something unpopular here - implement melee, but only give it to the IS (with the exception of a very few, specific Clan mechs designed for it). This goes to balance and I really feel for you, PGI: so many different developers, including FASA itself, have tried to balance the Clans to IS and failed. It's a losing game. I'm sorry.

That said, one possible way to do it is to have IS weapons do more damage, but only at closer range with a steep drop-off. Have Clan weapons do less damage, but it would be consistent out to a much longer range. The goal for the Clans should be to keep the IS at range, the goal for the IS should be to get to brawling range as soon as possible. Melee would be the last tool in the IS toolbox. It doesn't need to be complicated: just a punch and/or kick button (which Cryengine already has built-in).

  • Solaris - The Game World: Pretty sure this is on the drawing board, so I won't say much here, but one-on-one, grudge matches, "best pilot in the IS," specific rewards, tags, challenges, events, experimental tech, etc. Solaris could be a lot of fun, but it could also let PGI test and balance things on a micro scale.
  • Single Player/Player vs Environment/Missions: Again, pretty sure this is on the drawing board, and isn't a real high priority, but having an invasion or defense tree unlock for single (or small groups) could be fun. "Destroy the airbase" would take out airstrikes for the opposing team. "Destroy the gun" would take out artillery strikes. Or even just "kill the convoy" to build up XP for a single player? There's lots of choices here, but of course it will require AI to implemented first.
  • Ejecting: (just remembered this one) Please have the eject sequence. I mean, actually blow up into the sky on your mech chair and float to the ground on a parachute, your feet dangling as you float down over the combat zone. Let other players shoot at that chair. If it's a Hatchetman (please, please, please), let the whole head blow off and fly away. Immersion, PGI - it's all about immersion.
And that's what I got. What thoughts do you have? Again, constructive, honest ideas: I don't want this to devolve into the usual "PGI SUX lol" threads that permeate seemingly everything. I like this game. I want this game to succeed. I want PGI to succeed.




SPOT THE **** ON.

May I add - In addition to going to a one day percentage based planetary battle, let us see the daily stat reports. We should be able to see exactly what happened the day before and people love stats. Sure, some terrible players might get butthurt but the truth is, most people like to see where they stand and it encourages people to improve. At the very least, let people see where they stand, even if they can't see where others are.

#39 Dawnstealer

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Posted 28 April 2015 - 08:10 PM

I could take or leave stats. I would love to see them [just for personal, tracking "am I improving?" reasons], but I totally get why PGI decided not to have that headache added to their current load.

Edited by Dawnstealer, 28 April 2015 - 08:29 PM.


#40 Vassago Rain

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Posted 28 April 2015 - 09:15 PM

View PostTasker, on 28 April 2015 - 08:46 AM, said:

Minimum viable product.


Empty quoted.





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