#21
Posted 07 June 2015 - 07:54 PM
Another thing is we should be able to play the PvE campaigns after MWO eventually dies.
#22
Posted 11 June 2015 - 06:39 PM
#23
Posted 11 June 2015 - 07:26 PM
TheArisen, on 06 June 2015 - 07:21 PM, said:
we got 10 factions which means if you want to play the complete singeplayer game it will cost you 300 - 400 bucks.
You cant be serious right?
I could buy mass effect 6 to 8 times with that (when it was 50 bucks)
It took me at least 30 hours to complete that game.
So yeah make it 300 - 400 bucks but then i expect at least 180 to 240 hours of singleplayer content with an engaging storyline thats completely different per faction.
just saying
#24
Posted 11 June 2015 - 10:26 PM
mark v92, on 11 June 2015 - 07:26 PM, said:
we got 10 factions which means if you want to play the complete singeplayer game it will cost you 300 - 400 bucks.
You cant be serious right?
I could buy mass effect 6 to 8 times with that (when it was 50 bucks)
It took me at least 30 hours to complete that game.
So yeah make it 300 - 400 bucks but then i expect at least 180 to 240 hours of singleplayer content with an engaging storyline thats completely different per faction.
just saying
When I came up with those prices I was also taking into consideration how much mech packs & heroes go for. Obviously I'd like it to be cheaper but I was thinking about it being worth it on an individual basis, not as a collection.
I'd say, if you bought all faction campaigns together you'd get a sizeable discount.
#25
Posted 11 June 2015 - 11:01 PM
L4D survivor mode - Defending your base from a swarm of enemy mechs to see how long you can last.
Standard L4D - Having a convoy of battlemechs running through hostile territory to link up with main body of troops. Fight a 150 ton superheavy as a boss (they exist in the BT cannon)
L4D Zombie mode - Assault a heavily armed convoy/base
Add on a moving base where you can refill your weapons a set amount of times, and that'll balance ballistics VS energy weapons
Difficulty to change the number and class of enemy mechs
That way, PVE doesn't have to be a single campaign whose replay value ends the moment you finish it. Heaps of different modes and replayability, with the very hard modes being impossible to win unless you have a full 8/12-man unit that trains regularly to defeat it, plus a bit of luck
Rewards linked to PVE bonuses (just like WOW item drops), such as more reloads at HQ, data as to where enemy mechs will come from, artillery/airstrikes(PVE only), backup mechs, etc.
#26
Posted 12 June 2015 - 07:20 AM
KBurn85, on 11 June 2015 - 11:01 PM, said:
L4D survivor mode - Defending your base from a swarm of enemy mechs to see how long you can last.
Standard L4D - Having a convoy of battlemechs running through hostile territory to link up with main body of troops. Fight a 150 ton superheavy as a boss (they exist in the BT cannon)
L4D Zombie mode - Assault a heavily armed convoy/base
Add on a moving base where you can refill your weapons a set amount of times, and that'll balance ballistics VS energy weapons
Difficulty to change the number and class of enemy mechs
That way, PVE doesn't have to be a single campaign whose replay value ends the moment you finish it. Heaps of different modes and replayability, with the very hard modes being impossible to win unless you have a full 8/12-man unit that trains regularly to defeat it, plus a bit of luck
Rewards linked to PVE bonuses (just like WOW item drops), such as more reloads at HQ, data as to where enemy mechs will come from, artillery/airstrikes(PVE only), backup mechs, etc.
Yeah, I could get behind this.
My original idea was that pgi would continuously release new and different Pve content. Whether it be a campaign or some other mode.
#27
Posted 16 June 2015 - 04:11 AM
#28
Posted 16 June 2015 - 12:39 PM
If they make the base game robust enough then even a series of stand alone DLC quests/stories/expansions would be must haves. Make it sim even to have these quests go to different areas of the galaxy and buying the dlc would be part of gearing up for the expedition. Again with extremely limited new weapon content or mech content. One of each for example at most.
Again the base game would have to be robust enough for these expansion to be truely profitable and there for top quality.
Orion sector expedition DLC.... My astronomy knowledge is none existant but something like that.
Those bird aliens as playable character option or NPC option of some sort always comes to mind with expansions or things like this.
However Mechwarrior goes about it, just as long as there is some coherence to it, worste possible thing is if its a mess where players have no idea what to get or where to start and that sort of thing. STO although I dont play it, comes to mind etc. Its story is incoherent. 10 completely independant modules would be coherent for example. This way players wouldnt feel like they have to get them all or may be getting the wrong one.
Fallout 3 DLC did ok with expansions. If Mechwarrior brought a sim element like gearing up for an expedition to the mix then that would be doing DLC in an excellent way, rather than ok.
Edited by Johnny Z, 16 June 2015 - 01:01 PM.
#29
Posted 24 June 2015 - 12:34 AM
Johnny Z, on 16 June 2015 - 12:39 PM, said:
If they make the base game robust enough then even a series of stand alone DLC quests/stories/expansions would be must haves. Make it sim even to have these quests go to different areas of the galaxy and buying the dlc would be part of gearing up for the expedition. Again with extremely limited new weapon content or mech content. One of each for example at most.
Again the base game would have to be robust enough for these expansion to be truely profitable and there for top quality.
Orion sector expedition DLC.... My astronomy knowledge is none existant but something like that.
Those bird aliens as playable character option or NPC option of some sort always comes to mind with expansions or things like this.
However Mechwarrior goes about it, just as long as there is some coherence to it, worste possible thing is if its a mess where players have no idea what to get or where to start and that sort of thing. STO although I dont play it, comes to mind etc. Its story is incoherent. 10 completely independant modules would be coherent for example. This way players wouldnt feel like they have to get them all or may be getting the wrong one.
Fallout 3 DLC did ok with expansions. If Mechwarrior brought a sim element like gearing up for an expedition to the mix then that would be doing DLC in an excellent way, rather than ok.
Excellent post. Although this very similar to my original idea.
Edited by TheArisen, 24 June 2015 - 10:42 PM.
#30
Posted 24 June 2015 - 06:52 AM
How many missions would be in a $20 dollar campaign? 8? 12?
#31
Posted 24 June 2015 - 06:57 AM
#32
Posted 24 June 2015 - 07:10 AM
#34
Posted 24 June 2015 - 02:25 PM
I typed this up so long ago
http://mwomercs.com/...87#entry4028087
#35
Posted 24 June 2015 - 03:25 PM
Ace Selin, on 06 June 2015 - 08:13 PM, said:
Well since PvP by it's very nature will ALWAYS be evolving and changing we can not even pin down what "done right" even is.
So we have to assume PvP ballance will be continuing and evolving process that will of course cost money to perform.
So,if PGI needed to find additional revenue streams beyond what we have currently to fund the continuing and evolving process of PvP ballance how would you go about doing that?
I know my spending has dropped off dramaticly.PGI isn't making that much revenue off players like me anymore.I have a sizeable stable of mechs with plenty of options open to me that new "pay to play now" mechs have no major appeal. I can wait until they are available for C-bills.
I would however in a heartbeat buy PvE content.
A PvE game mode could potentially increase the player base increase revenue and provide players who would normaly not participate in PvP an introduction to player vs player gaming.In addition a co operative PvE campaign mode would provide an excellent means of instuction for new players since a veteran player could play the campaign with them and offer instuction.MWo has a steep learning curve so every little bit helps.
Edited by Lykaon, 24 June 2015 - 03:26 PM.
#36
Posted 24 June 2015 - 03:56 PM
Lykaon, on 24 June 2015 - 03:25 PM, said:
Well since PvP by it's very nature will ALWAYS be evolving and changing we can not even pin down what "done right" even is.
So we have to assume PvP ballance will be continuing and evolving process that will of course cost money to perform.
So,if PGI needed to find additional revenue streams beyond what we have currently to fund the continuing and evolving process of PvP ballance how would you go about doing that?
I know my spending has dropped off dramaticly.PGI isn't making that much revenue off players like me anymore.I have a sizeable stable of mechs with plenty of options open to me that new "pay to play now" mechs have no major appeal. I can wait until they are available for C-bills.
I would however in a heartbeat buy PvE content.
A PvE game mode could potentially increase the player base increase revenue and provide players who would normaly not participate in PvP an introduction to player vs player gaming.In addition a co operative PvE campaign mode would provide an excellent means of instuction for new players since a veteran player could play the campaign with them and offer instuction.MWo has a steep learning curve so every little bit helps.
How I felt since the game came out I've done nothing but push for it!!!
Im tagging Russ on this in Twitter
Edited by Imperius, 24 June 2015 - 03:57 PM.
#37
Posted 24 June 2015 - 05:30 PM
Imperius, on 24 June 2015 - 02:25 PM, said:
I typed this up so long ago
http://mwomercs.com/...87#entry4028087
Yeah I've been advertising your thread here.
Lykaon, on 24 June 2015 - 03:25 PM, said:
Well since PvP by it's very nature will ALWAYS be evolving and changing we can not even pin down what "done right" even is.
So we have to assume PvP ballance will be continuing and evolving process that will of course cost money to perform.
So,if PGI needed to find additional revenue streams beyond what we have currently to fund the continuing and evolving process of PvP ballance how would you go about doing that?
I know my spending has dropped off dramaticly.PGI isn't making that much revenue off players like me anymore.I have a sizeable stable of mechs with plenty of options open to me that new "pay to play now" mechs have no major appeal. I can wait until they are available for C-bills.
I would however in a heartbeat buy PvE content.
A PvE game mode could potentially increase the player base increase revenue and provide players who would normaly not participate in PvP an introduction to player vs player gaming.In addition a co operative PvE campaign mode would provide an excellent means of instuction for new players since a veteran player could play the campaign with them and offer instuction.MWo has a steep learning curve so every little bit helps.
Well said, anti pve ppl need to understand that PvP would be be improved by the addition of pve.
#38
Posted 24 June 2015 - 10:47 PM
#39
Posted 24 June 2015 - 11:05 PM
I have sort of lotted PVE in with the missing story and atmosphere part of the game. PVE would have to add to those in a serious way to be successfull, for me anyway. Its a complete vaccume at the moment.
Edited by Johnny Z, 24 June 2015 - 11:07 PM.
#40
Posted 25 June 2015 - 12:09 AM
You have a hangar, underground, 4 mech bays that you start with
You can walk up to you're mechs, enter they're cockpit leave through a gate into a map as training grounds, shoot stuff and try out you're builds right there
A dropships waits to bring you to a campaign
You could even defend you're base with some AI help/friend(s) from waves of enemy's
You can expand the hangar for cash, can buy a golf cart if it gets too big to walk around in
Could have a room/lobby where trophies are stored, aquarium for fish, cockpit items placed, flags on wall, ...
Could upgrade you're home in looks and what it could do ...
This all could be tied to rewards from CW, PvE, PvP, tournaments, Solaris ...
This would be such a money maker
Add some modding ability from community
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