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Mechwarrior Academy (Robust Tutorial System For Mwo)


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Poll: MWO POLL (25 member(s) have cast votes)

Do you like the concept of MechWarrior Academy (see below for details)?

  1. Yes (25 votes [100.00%] - View)

    Percentage of vote: 100.00%

  2. No (0 votes [0.00%])

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#1 Phoenix Branson

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Posted 11 August 2013 - 07:15 PM

MechWarrior Academy

Training Instructor: Duncan Fisher
New Map: Training Area

Training Missions:

Mission 1: BattleMech Movement & Controls
Mission 2: Heads Up Display & Battlegrid
Mission 3: Weapon Systems & Heat Management
Mission 4: Role Warfare & Information Warfare
Mission 5: Search & Destroy (Defeat AI-controlled BattleMech)

I would like to share my vision for how the developers should implement the tutorial system for MWO. First, the tutorial system should be robust and rightfully called “MechWarrior Academy.” Second, the training instructor should be the one and only Duncan Fisher. Now he will most definitely make you feel like you are actually going through boot camp but with an edge of humor of course. Check out Duncan Fisher in the video below...



Third, the tutorial system should use a new map called “Training Area.” This map will be fairly large as it requires a different section for each respective training mission. For example, for Mission 1, “BattleMech Movement & Controls,” this part of the map will include an obstacle course that the player must successfully navigate to pass. Another example might be for Mission 3, “Weapon Systems & Heat Management,” this part of the map will include a firing range that the player must successfully shoot a number of stationary/moving targets to pass. The new map should look something similar to the picture below (obviously the trucks and jeeps shown in the picture will be replaced with BattleMechs)

Posted Image

Lastly, and most importantly, the tutorial system should have a set of missions that must be completed sequentially (shown above) and will cover everything you need to know to become a MechWarrior. To graduate the academy, the player must destroy an AI-controlled BattleMech (Mission 5). Upon graduation, the player will receive a one-time reward of 1 million c-bills along with an achievement. Thoughts/Opinions?

Below are a few MW2 videos that show what the academy will be like...








Edited by Maverick01, 11 August 2013 - 07:41 PM.


#2 Phoenix Branson

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Posted 12 August 2013 - 04:21 PM

Bump

#3 Zarlaren

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Posted 12 August 2013 - 04:30 PM

Yes I believe this is a must cause more and more new players without a ounce of skill has no idea how to pilot a mech and I wish I had it when I started it was just throw yourself into the pot of elites and vets and I was at first "how do I pilot this thing?" While everyone calling me a noob or go get some skills nooby for piloting a trial atlas into a bunch of enemies and getting toasted and struggling to control it inbetween that time frame cause of top torso and bottom leg move seperatly. But I'm getting the feel for it now after a few hundred deaths of learning.

#4 Bhael Fire

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Posted 12 August 2013 - 05:51 PM

Maverick...love your ideas. We think alike.

:D

#5 Brilig

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Posted 13 August 2013 - 12:54 AM

Something like this is desperately needed. I think most of the MW games had decent tutorials. Something that covers movement and torso twisting will be essential. Maybe forcing the trainee to run down a valley in a straight line and engage targets on boths sides would be good.

#6 Zarlaren

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Posted 13 August 2013 - 11:13 AM

Also the training should cover all mech class weights, light,medium,heavy and assaults so players can get the feel of which mech they would perform best in. Say I want to pilot assaults the academy should teach everything about the assault mech such as the Atlas,Victor,Highlander and so on. Teach it's limitations and strengths.

Also speed training should just be reserved for lights and mediums since heavies and assaults is slow and bulky but instead get more combat training. The pilot should know more then grab a bunch of lrms and spamming them they should know how to do close quarter combat.

#7 Phoenix Branson

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Posted 13 August 2013 - 04:51 PM

View PostZarla, on 13 August 2013 - 11:13 AM, said:

Also the training should cover all mech class weights, light,medium,heavy and assaults so players can get the feel of which mech they would perform best in. Say I want to pilot assaults the academy should teach everything about the assault mech such as the Atlas,Victor,Highlander and so on. Teach it's limitations and strengths.

Also speed training should just be reserved for lights and mediums since heavies and assaults is slow and bulky but instead get more combat training. The pilot should know more then grab a bunch of lrms and spamming them they should know how to do close quarter combat.


This would be covered by Mission 4, Role Warfare. :D

#8 Timuroslav

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Posted 04 September 2013 - 09:30 AM

Currently the new Tutorial, Actually is not that bad as a starting point from nothing.
It does have major flaws though.
If you have a joystick, and or are just accidentally pushing buttons you can skip all the insightful dialogue about advanced in-depth information.
In short hand. [Press any key to continue] Is actually kind of a big problem

Also, I like the idea of multiple tutorial sections focused on different ideas.
I also like how it makes you go to the way points, and gives good detailed information.

The Current in Game Tutorial is a little dull.
It should be more like Maverick's Vision.
Being able to stomp or shoot AI harassers would make the tutorial a lot better.

Also for a new player who does not know the User Interface.
Hiding the Tutorial button IS a BIG NO NO
the Tutorial needs to have it's own blatantly obvious button on the bar, somewhere, where it is Clearly Obvious if you haven't played for the first time, but not Accidentally Press-able.

I LOVE the idea of one time 1million C bills for doing the Tutorial. That's Incentive Done Right.
Breaking up the Tutorial into Entertaining Sections is Also a smart Idea from the O.P.

Bravo Maverick01 Bravo

Edited by Timuroslav, 04 September 2013 - 09:41 AM.


#9 Johnny Z

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Posted 04 September 2013 - 05:24 PM

Well done. Also the map could be more futuristic with ovefly by arotech fighters and stuff. Overlord class dropship in the background.

An overflight by a Gazel class dropship would be awsome. 4th edit: and have a mech drop out :( Add this asap :D

Edited by Johnny Z, 04 September 2013 - 05:47 PM.


#10 Randalf Yorgen

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Posted 10 October 2013 - 10:21 AM

I hate to say it but this is really needed. Many of the new people playing are not up to scratch and it's no fault of their own. Training grounds, not a dummy firing range, is actually what's needed. An instructor who will walk you through how to move, target and fire so that you are an asset to the team. What's happening out there now, and it's no fault of the new people coming in to play is enough to make me want to quit and go play Candy Crush Saga. No one using R to target and when you tell them they are surprised by it, People not knowing about Thermal and Night Vision and trying to fight River City Night in the black. LRM's being used at 50 or 2350M and people running around with ZOOM on all the time. Am I crying a river, you betcha and I'm entitled to because whenever I pug Drop I can count on being on a weak team, again no fault of their own, who don't have the basic abilities to fight their mechs and end up getting slaughtered. The last match that my team won I was in a Jenner, 3kills 4 assists 500+ damage and I was the second last to die, the last guy was an atlas with 5 kills and 6 assists and 700+ damage and we had to take out the last 5 on the other team. It didn't feel like a win, it felt like we had escaped and were damn lucky, not very satisfying.

PGI please create a set of training missions, everyone is trying hard but I think everyone is getting frustrated at the moment. Phoenix is ready to drop, UI 2.0 should be just about done, you are trialing Direct X 11 on the test server in the next few days. You should now have some time and people who can start development on this much MUCH needed introductory package to the game. Retention will go up, fun will go up, satisfaction will go up and people will be more inclined to spend money on customisations.

Thanks for you time, and maybe you could let us know that you have read this thread, K thanks Bye

#11 Joseph Mallan

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Posted 10 October 2013 - 10:25 AM

Sign him Up. Duncan Fisher's voice actor has that salty dog just ringing in it.

#12 Sandpit

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Posted 10 October 2013 - 10:43 AM

This was all recommended, begged for, QQed for, whined for, and suggested back in CB

#13 Timuroslav

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Posted 10 October 2013 - 11:41 AM

I'm glad they have something of tutorial skeleton right now, but ya vision modes and targeting need to be addressed.

Like if they made a small tutorial map, designed like Maverick's Base and walk-through.

Right now the in game Tutorial is more of instructions-info guide crash-course. Which is good, except when you can accidentally skip through all the information.

I Do Like how they describe arm lock in the tutorial BUT
It needs the Pezzaz of Maverick's idea.

-Have a dynamic base that has multiple checkpoints and goals.
-Have a method where the Trainee can jump to certain chapter instruction points
and Finally do something fun like shoot Mindless Moving AI Hovercraft or mechs.

Pretty Much Maverick's idea spot on

Edited by Timuroslav, 10 October 2013 - 11:42 AM.


#14 9erRed

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Posted 26 July 2014 - 09:07 PM

Greetings all,

There is additional work being done for 'First Time User Experience', currently listed in 'The Plan'.

- "Training missions designed for new players. Teaches the basics of combat, heat management, grouping, game modes, tactics, MechLab, Pilot Lab and more"

Find it here: http://mwomercs.com/theplan#75

Now I do agree with the OP about having to complete these missions successfully BEFORE the Pilot is even allowed to enter any battles. If you can't drive, torso turn, and fire at the same time you're not ready to do combat time with other players.
- MW 2 and 3 both had 'training' time that one 'sergeant' put the Pilot through. And you had to complete these missions before the game allowed you to even start any missions.

The Plan, only states this feature is at a 5% completion rate. Designers must also be working on CW and Map play, as it doesn't help much if you don't have a place to use those training skills.
- I would think that some changes to the training styles would need to be done for each of the different House Factions. If Voice is used as part of the 'training basic', they might want to 'have a chat' with George Ledoux, the 'voice' of Duncan Fisher. He's already completed voices for all the different Factions in the older titles.
- Each Faction had different styles of operations that reflected there military structure and culture, this also changed the names and ranks of 'starting' Pilots for each Faction.
~ Would this be required each time a Pilot changed his/her Faction Loyalty? Or only once at the opening of the installed Game. Hopefully each Pilot will 'remuster' into the new Faction with some form of background Documents that follow them around the 'verse'.
(but that may be too much for PGI for a starting feature, maybe later.)

9erRed

Edited by 9erRed, 26 July 2014 - 09:22 PM.


#15 Ryoken

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Posted 20 August 2014 - 04:41 AM

There is only ONE Instructor! His name is Deadeye!


Maybe he can be your field instructor in some of the first frontline missions after the player has done the tutorial missions in the training camp proposed by Maverick?

Edited by Ryoken, 20 August 2014 - 04:48 AM.






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