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MWO and Mixed Arms - Tanks, Hovercraft, VTOL's, and Aerospace
#61
Posted 10 July 2012 - 03:44 PM
#62
Posted 10 July 2012 - 03:48 PM
Khushrenada, on 10 July 2012 - 02:12 PM, said:
So, indirect fire from missile boats can't one-shot you, already? I don't have to see you to shoot you. I just need someone on my team able to see you...
Vehicles have always been important to the Battletech universe, in their own special way. Why do people want to over-simplify an amazingly rich and complex game?
#63
Posted 10 July 2012 - 03:53 PM
#64
Posted 10 July 2012 - 04:26 PM
#65
Posted 10 July 2012 - 05:22 PM
Khushrenada, on 10 July 2012 - 02:12 PM, said:
as stated earlier, this is mechwarrior online, i want to pilot a mech and engage in mech battles. so if we add vtols and stuff, you also have to add arties, which are very often present in battletech engagements, and then again you have a game, where someone without even beeing close to you can shoot you down, maybe even one-shoot you...
i really like it, that once for a change a game that is called mechwarrior is centered around mechs and not something else, that might ruin your battle experience with your mech.
besides, as mentioned earlier as well, if you want combined combat, get mechwarrior living legends. i like it a lot, but at that game as well, i could live very well without tanks, vtols and air/space fighters.
And, again, I think the answer there is to make them NPC's, summonable / expendable, and of limited use / availability / re-use. IE, you buy / earn an "Aerospace Strafing Run" and when you use that item, it is consumed, and an Aero comes and does some small amount of damage in an AoE line. Or you earn / buy a lance of Light Hovertanks that zip about and harass your target for a few minutes or until killed. Or you buy / earn an "Artillery Strike" that lets you call in an Artillery strike - that targets a spot on the ground, not a mech.
To each their own, for sure, but again, I think this could work and would love to see something along those lines.
#66
Posted 10 July 2012 - 05:34 PM
#67
Posted 10 July 2012 - 05:57 PM
Malagant, on 10 July 2012 - 08:49 AM, said:
but I can dream can't I?
NO YOU CAN NOT DREAM!!!! THAT IS NOT ALLOWED!!!! WE FORBID YOU TO USE YOUR IMAGINATION!!! YOU ARE NOT ALLOWD TO DREAM OR HAVE YOUR OWN OPINON THAT DIFFERS FROM OURS.
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#68
Posted 10 July 2012 - 07:19 PM
Edited by MechaDraco, 10 July 2012 - 07:20 PM.
#69
Posted 10 July 2012 - 07:21 PM
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#70
Posted 10 July 2012 - 07:34 PM
#71
Posted 10 July 2012 - 07:35 PM
#72
Posted 10 July 2012 - 07:36 PM
#73
Posted 10 July 2012 - 07:58 PM
#74
Posted 10 July 2012 - 09:25 PM
Being a Mechwarrior
#75
Posted 10 July 2012 - 09:28 PM
#76
Posted 10 July 2012 - 09:41 PM
#79
Posted 11 July 2012 - 09:28 AM
Antaumus, on 10 July 2012 - 09:41 PM, said:
And I'm perfectly happy waiting for it, or whatever. I'm not starting a petition or anything (because, you know, those always work so well with MMO's)
Was just putting this out there to see how others felt.
#80
Posted 01 December 2012 - 09:50 AM
Combined arms enrich the game – if properly designed.
Artillery
Artillery strikes would be a nasty surprise on the battlefield and would further increase the value of units that can call in such strikes (most probably scouts / light mechs). There are essentially two possibilities tom implement artillery. Off the board (you cannot reach them, and have no possibility to counterattack on an artillery position) or on the on the board (real units that can be searched and destroyed. When considering the range of artillery a on the board solution would require larger maps.
Aerospace
Similarly aerospace strikes can be included off the board making some units able to call in aerospace strafing. The more complex solution is what I would call a dual game. Ground combat and Air combat with an overlay over the contested ground combat area. This would make it possible that the aerospace units have a much larger area to maneuver. Only when the fly across the contested ground combat area may they engage in ground combat via a strafing run. Obviously AA Mechs / AA capabilities would then have to be included in the game.
Helicopters
Helicopters would have a similar role as scout mechs, only much faster and more vulnerable. I think their greatest value could be in a campaign mode with fast redeployment over several contested battle areas.
Tanks
Tanks are a cheap alternative to mechs with generally lower capabilities. They could have a more pronounced role in sustained campaigns where cost and material come into play. One other role are ambushes e.g. in cities where tanks can potentially hide in building. This would make city fighting much more intense and no save turf for mechs. However technically this would require tanks being able to move into and out of buildings (my personal favorite are several tanks in a parking garage…) and of course buildings would need to be destructible.
Infantry
Infantry can be even deadlier for mechs than tanks if properly deployed in city maps. However it is probably not conceivable to have single play mode on infantry. I would rather suggest that one player may command a whole platoon (similar to Operation Flashpoint – which I very much liked). As a cheap unit, which can be very decisive in the right battle environment, infantry may also have a role in sustained campaigns. However infantry will probably not work with random maps. I cannot imagine a sane commander deploying infantry in caustic valley. Personally I would love to have infantry in the game. What will be the clan invasion without the very special clan infantry?
Flight Mechs
Rare but wonderful units to very quickly take out an artillery position or redeploy across several contested battlegrounds in sustained campaign. They would become extremely valuable if able to switch between ground combat and aerospace combat reinforcing the positions in a dual game (ground combat / aerospace combat).
Sustained campaigns
Currently the game is single battles of Mechs against each other with only one game mode (Assault) which makes a perfectly fun and short game. However I could really find even more interest in a sustained campaign (e.g. for control of a planet). This would require more mission types than only “Assault”. It would be interesting to have a system of deploying forces on a command scale to different battle areas. This could lead to uneven start positions in matches, making it necessary to withdraw, regroup, attack again. The campaign mode should take time and require rearming and maintenance. This will put some pressure on the pilots who spend all their ammunition in one battle (if cut off from rearmament…). A concept of attrition will probably also increase the value of cheap tanks and infantry, when the commander has the possibility to deploy some of these cheaper forces in a sensible manner.
Orbital combat
Orbital combat could be included in a campaign mode so that attacks would have to gain control of certain landing zones first before they could deploy their forces on the ground. However Orbital combat would be completely different game with few connections except on a strategic scale in a sustained campaign when a successful orbital combat may bring reinforcements to embattled forces on the ground.
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