Purchasing A Dropship
#1
Posted 23 February 2016 - 10:41 PM
Who remembers this ?
Is this idea lost to the mists of time ?
Will we ever see such a cool idea come to fruition ?
I would like to think it could happen, and it would give units something to actually work for. Add a bit more flavour to the game, and be totally cool.
So what happened to the idea PGI ?
This should be an easy question to answer.
Who would buy a dropship ?
I would.
#2
Posted 23 February 2016 - 11:12 PM
Their vision at the time was far surpassing their capability.
Now they know what they are capable of.... so here's another pack for you to buy.
However, they are slowly progressing and learning the way.
#3
Posted 23 February 2016 - 11:13 PM
Edited by El Bandito, 23 February 2016 - 11:17 PM.
#4
Posted 23 February 2016 - 11:14 PM
El Bandito, on 23 February 2016 - 11:13 PM, said:
it was part of PGI's vision for CW.
It was meant to determine how much forces you can allocate to an invasion and such.
#5
Posted 23 February 2016 - 11:52 PM
Like when CW was supposed to have this deep economy and persistent universe feel to it...
#6
Posted 23 February 2016 - 11:53 PM
#7
Posted 24 February 2016 - 12:11 AM
Edit: Dude, where is my dropship?
Edited by patataman, 24 February 2016 - 12:13 AM.
#8
Posted 24 February 2016 - 12:34 AM
#9
Posted 24 February 2016 - 12:53 AM
#11
Posted 24 February 2016 - 12:57 AM
#12
Posted 24 February 2016 - 01:31 AM
It all comes down to what they have in design for all of this, including dropships, jumpships, decals for these, repair and rearm, how all of this works into the faction map and the logistics there, and how it works with the mech bay and unit coffers and private coffers....
I am sure I am missing something in the equation to but that shows whats involved at least in part.
That's why I think this topic is great and with common sense I think players can figure out or at least get an idea whats in design for all of this.
Something else I missed that works into this possibly or maybe is completely independent of this is the new character creation and skill tree.
Not completely unrelated at all is the question, are players mechbays in game on a jumpship? On a planet? How does this fit into the sim. Because that's how they are going about design I am almost certain. These guys making this game are not dumb. Got to look at how it all fits together, and they are keeping their cards close to their chest.
Whats just in design and whats being worked on is a fun guess to. But like anything built for the first time, like this game, in a extremely under developed and new industry as video games are, they will be doing a lot of going with what makes sense and works on the fly. Other industries are old like ship building just as a random example, video games is in its infancy. So there will be some trial and error and all sorts of things going on.
So can players buy dropships? Almost for sure. Jumpships to put those dropships on? Good question.
Both were shown in the most recent trailer.
Last of all, I know one thing for sure, I'm saving my creds and MC up.
Edited by Johnny Z, 24 February 2016 - 02:03 AM.
#13
Posted 24 February 2016 - 01:54 AM
#15
Posted 24 February 2016 - 02:19 AM
Johnny Z, on 24 February 2016 - 01:31 AM, said:
First time?
MechWarrior has 4-5+ previous versions
Multiplayer Battletech has 3-4+ previous versions
MechCommander has 2+ previous versions
(MechAssault has 2+ odd versions)
How much more prior work needs to be done?!?!?
#16
Posted 24 February 2016 - 02:27 AM
#17
Posted 24 February 2016 - 02:37 AM
Intrepid, on 24 February 2016 - 02:19 AM, said:
First time?
MechWarrior has 4-5+ previous versions
Multiplayer Battletech has 3-4+ previous versions
MechCommander has 2+ previous versions
(MechAssault has 2+ odd versions)
How much more prior work needs to be done?!?!?
While much of the industry is making 90's clones that doesn't mean MechWarrior online is. Also none of those games were MMO's. That's just for starters, I'm sure I could ramble on some more. But I wont.
#18
Posted 24 February 2016 - 02:40 AM
Johnny Z, on 24 February 2016 - 02:37 AM, said:
The principles of how to create a CW environment can easily be found and used in any of those examples
players did it without the tools and resources available to PGI 20 years ago.
#19
Posted 24 February 2016 - 02:45 AM
Sandpit, on 24 February 2016 - 02:40 AM, said:
The principles of how to create a CW environment can easily be found and used in any of those examples
players did it without the tools and resources available to PGI 20 years ago.
You have a point. Pen and paper games were made by people that were ahead of the curve and knew where computers were going. So you could say 30+ years ago there were peeps who were well aware of where things would be at this point. At least to some degree, when it comes to computers.
Maybe it isn't obvious but that computers were first entering the market place at the same time as pen and paper games, was no coincidence. Its was the beginning of design.
All this is old news going back to when the printing press was first commonly available. Also before that to of course.
Either way these are fun times.
Edited by Johnny Z, 24 February 2016 - 02:49 AM.
#20
Posted 24 February 2016 - 03:37 AM
Johnny Z, on 24 February 2016 - 02:37 AM, said:
Given how wrong you are it is fortunate you did not prove yourself even more ignorant.
Half those games are from the current millennium and while MWO may or may not be an MMO, the MPBT games certainly were.
But please continue to tell us how difficult it is to re-make a 25 year old game that arguably still does better than what MWO aspires to do.
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