KodiakGW, on 15 February 2017 - 09:15 AM, said:
Thanks to KritterBug for the necro post. Thought this was settled.
And in Battletech you can't customize mechs as much as we can. And in Battletech everything is decided by dice rolls instead of you personal skill. And in Battletech there are no quirks. And in Battletech there are no modules. And in Battletech a team is not made up of a mix of IS and Clan mechs. And in Battletech Clans run Stars and IS run Lances. And in Battletech you wouldn't have 100+ mechs owned. And in Battletech....
See where I'm going with this?
MECHWARRIOR Online (in small letters - A Battletech Game)
Want to play it like Battletech? Then always run stock mechs or near stock mechs (no upgrading to Endo or DHS), and sell everything in your inventory that the FRR (your current contract) does not run. Report back on how much fun that was for you.
Oh I did that a few times.. in fact for the most part, I run many mechs stock, or near stock... or with "sensable" upgrades such as DHS[which in lore, are a relatively easy upgrade to mechs unlike Endo.] or adjusting to full armor values while trying to keep near, or even downgrading the existing armament.
I find it great fun honestly. I often times use mechs exclusive, or near exclusive to my faction, and tend towards a +/- 1 weapon tier system [for instance, an area that came stock with a flamer, can only be upgraded to a small laser, if it came with a small laser, it could upgrade to a medium, or downgrade to a flamer.]
I LOVE playing like this. Because it gives the game actual flavor. It forces me to work within confines of the intention of the mech, and when I can take a HBK 4G and rubble a direwhale with it in single combat I feel far more accomplished than if I did so running the meta of the month.
Actually in Battletech, there ARE quirks, and pilot skills and the like, quite often, used within the Mechwarrior RPG setting [changed to "Battletech: A Time of War RPG"] It is not difficult to extropolate certern functions of the tabletop to a live envoirnment. I love how you guy's who deride the tabletop setting, constantly rely on "But dice rolls!" yes, in that form of gameplay, it's needed... here it is not, which means there have to be concessions made within the existing Mechwarrior system, to allow the "flavor" of Battletech to translate to a real time game.
So let's break down your complaints:
1)in Battletech you can't customize mechs as much as we can.
False, in fact you can do entire swaps of Endo and all at our current timeline... and even Jurryrig clan tech to IS mechs in Battletech. the mitigating factor is time and C-bills in the tabletop, and having a facility that is of the proper tech level to be able to preform the required upgrades.
2)And in Battletech everything is decided by dice rolls instead of you personal skill.
Dice Roll is ment to simulate luck, in tabletop, there must be a way to resolve combat, and that is the way, you are correct, it doesn't translate correctly to a FPS style game... however, certern aspects can be translated. IE with a CoF style mechanic, you can simulate the somewhat "random" shot placement reflected by the "To Hit" dice modifer, which can be mitigated by speed, target retention, ect. [granted we didn't go this route, but the point is, you can easily translate this mechanic to a real time game without issue, and in fact, most FPS games do this anyway with the "blooming" reticle... MWO is one of the fiew shooters that have pinpoint fire accuracy no matter what.]
3)And in Battletech there are no quirks.
Oh, swing and a miss, wrong again bucko... there are quirks, generally used with Tac Ops, and various expansion modules, including but not limited to the original Solaris VII expansion and the like. Certern weapon types can have specific characteristics, as well as some variants having specific "quirks" due to their design, such as the Rifleman and Jagermech's ability to "Flip arms" backwards. There are also rules for specific design isuses, such as the Mauler's penchant for ejecting it's pilots into walls.
4)And in Battletech there are no modules.
By modules I assume you mean the range/targeting/speed tweak stuff. and not the arty strikes and the like. And you're right, there are rules however, for tweaking weaponry and improving it's effecency.
5)And in Battletech a team is not made up of a mix of IS and Clan mechs.
After the clan invasion and during the Civil War era, actually it was quite common for House and even Merc units to field a mix of Clan and IS designs.
6)and in Battletech Clans run Stars and IS run Lances.
Agreed, I fought for a 12 v 10 system back when PGI was working towards 12 v 12... this one's entirely on them, but you could consider the clan force a "Reinforced Binary" Which would be two stars with additional leftover mechs... still arguably within clan doctorine. And IS units still function in lances, in fact, at the 12 v 12 level, we're working with a full company of mechs on the field for one side via IS standards.
7)And in Battletech you wouldn't have 100+ mechs owned.
You could if you were one of the top merc units, of course then those mechs would be spread through the entire unit, so fair point, still you could arague all those mechs that were not personal variants brought in by other warriors, belong to the head of the unit.
Look, I'm 100% for changing things where they need to be changed for a better gameplay experience... but in the instance of map voting, it's stagnated the game worse than the meta... because it's part of what ENABLES the meta. We can always just choose where we're going to drop, sure we might not always get that choice, BUT the fact that we can vote, means that the more preferental maps get picked costantly, which is a crutch for players.
Players will pick the maps that give them an advantage, thus leading to cold maps, or large, free sighline maps... I've often heard the most hated maps are the ones with fog, or other visual blocks.
And i've witnessed exactly that.
So, do you want to try again, to tell me why this game can't fall closer to the lore it's based on?