Wintersdark, on 02 November 2015 - 09:35 PM, said:
Different people have different view about the specifics, but the general principle is that you have different 'classes' which strengthen each other and create synergy when working together. This is also the general principle behind lots of MMORPGs, RPG FPS games, coop dungeon crawlers, space sims, war sims, etc. You either create different 'classes' with the idea that they're all equal, but different, or with the idea that they need to work together for maximum effect, or both.
MWO falls between two chairs and has neither. Our mechs are not all equal, and winning the match does not really depend on multiple roles working together in synergy. If there were no limitations on tonnage or weight classes, this would be extremely evident.
Wintersdark, on 02 November 2015 - 09:35 PM, said:
They did have a coherent vision. 4 different roles, 4 different skill trees with various unique abilities. That was what they called role warfare. It's nothing unique, you see the same thing in other games. And everybody loved their idea, because it was a tried and tested model that had already worked in countless other FPS games.
Then they implemented a placeholder skill tree instead, and then lots of expensive modules to encourage sale of MC (for GXP) and Premium time (for C-bills) and called that role warfare. What a joke.
The latest attempt at redesigning Infotech is a step in the right direction, but as always, PGI is determined to reinvent the wheel. Sometimes it works, sometimes it doesn't work. It would have been so much easier and cheaper to stick with their original vision, no matter if it's unoriginal. It works.