These are pie-in-sky suggestions so I'm not holding my breath for next patch.
- A.I. I know MWO development was made somewhat possible by the fact that the devs. didn't need to spend time/money/resources on programming for PvE. However, having bots available could eliminate ghost drops and the need for up to 20 minutes of waiting to fight nothing. Obviously, how to implement this is the $60mil question. (it would also open the door to a possible single-player campaign that would significantly soften the entry barriers / learning curve to the game in-general).
- Small-sided CW. 2-4-6-8 a-side. Not getting into too much minutia, the 2 and 4 v games could be small objectives and no respawn. These would be super intense and recyclable quickly. 6v6 and 8v8 could have say a 2-3 mech drop deck with "bigger" or more complex objectives. 12 v 12 would stay as-is.
- Intra-planetary conquest progression. Rather than just having "dumb" zones, have levels of zones.
- Level 1 would be the attacker trying to establish a "beach head" so you would have individual mechs dropping in relatively random/scattered locations (mimicking drop-pods). No dropship support, but because they are spawned in random places on an entire half of a map, there are no spawn points to camp....or maybe this would be a good model for the small-sided CW with no respawn. The defenders would be defending what would become the drop points for the second invasion phase (so a spaceport or other strategic place-you-could-park-a-dropship)
- Level 2 would be current CW: You've landed your figurative Marines, now you need to take out the orbital guns in order to land the bulk of your occupation force.
- Level 3 would be the "last stand" at the planetary capital / mech factory (if applicable on that planet) / other significant objective.
- Level 1 would be the attacker trying to establish a "beach head" so you would have individual mechs dropping in relatively random/scattered locations (mimicking drop-pods). No dropship support, but because they are spawned in random places on an entire half of a map, there are no spawn points to camp....or maybe this would be a good model for the small-sided CW with no respawn. The defenders would be defending what would become the drop points for the second invasion phase (so a spaceport or other strategic place-you-could-park-a-dropship)
- Meaningful planetary conquest / Not all planets are created equal:
- Maybe some backwater planet like The Rock, only has Levels 1 and 3 because why would a government spend the c-bills to construct preposterously expensive orbital cannons on a world with no strategic value? Maybe it only has Level 1?
- On the other hand, lets say you manage to slog through all three levels and capture Hesperus. Well now, you have captured a mech factory. That's a big deal. Those are rare, priceless, and now you can build Atlases of your own. That should mean something.
I enjoy playing this game, mostly for the social aspect. I play with a large, and relatively tight-knit competitive unit. I enjoy the "new meta" science, and the chess game with the other units we play with/against. Pugs are occasionally stomped, inadvertently or otherwise. However bear in mind that I started playing as a pug, in open beta, when you could only use stock-build trial 'mechs. My KDR has yet to recover from that. I just want to see MWO succeed so I can continue to have a social life (j/k...n/r)
-R 13
Edited by R 13, 16 June 2015 - 07:20 AM.