So, so much salt on this thread.
RedDragon, on 26 February 2016 - 05:53 AM, said:
Let's be realistic and see MWO as what it is: A failed experiment in all respects save making money. It could have been so much more, but PGI are obviously incapable of making the game they promised and sold us on and which players wanted to have for the last 4 years. Sadly many people (me included) took way too long to see this, and today still there are people who give PGI "the benefit of doubt" and cling to the hope that all will turn out well in the end. Despite the fact that in the last 4 years, there has not been a single new feature that PGI implemented which wasn't half-arsed or even worse. Clan invasion, CW, dynamic geometry, cockpit glass, ghost heat, consumables, the alternative game modes ... the list goes on and on and it doesn't even matter if it is a small or greater item, everything they implement is just objectively bad (that is, if it in fact works at all).
So why should they be able to magically produce a good CW when they haven't done anything right in the last 4 years? (Apart from Alex' work on the art department, obviously, but even those cool designs get messed up during production with dynamic weapons and really bad animations).
I love that you think that load of opinion is in any way objective, I encourage you to look up the meaning of that word, and another, hyperbole.
I like CW, I've had matches which were skittle stomps, tight matches between well matched teams and times when I dropped against -MS- where we got handily face rolled. Cheers guys.
The OP's suggestion looks like fun to me, it reminds me of some of the open world fighting we used to get in WWII Online, many years ago. My main concern is that a mobile defender, read anyone using Clan heavies, will be able to project forcefully and crush any dispersed IS units.
I don't think you people are considering the asymmetric balance of the two factions when you are planning your new and improved modes. Battlefield has identical sides, only the graphics change. It also has strictly limited equipment, and all the "units" move at the same rate. It's not a good analog for MWO and the complexity of balance should not be underestimated.
Currently the two sides are in pretty good balance with Clans generally being better at poking, and long range and the IS generally being better up close and in your face. However that means that any defender needs to be able to generate a long range, or brawling defense, and any attacker needs to be able to generate a long range or brawling defense. The large open maps you want directly favor clan mechs. They are faster. How do you offset that? Can you do it without pitching out four years of balancing? Polar works because both sides are mixed groups and no one knows it's coming.
I like a lot of the ideas above, but they need to be thought of within the constraints of the game. The salt above, I can do without. All it does is poison the well, and bias the reader.
Finally, scouting is good. Having a few scout mechs is great and great fun when situations call for it. However planning a game mode where the attacker splits their forces is bad. It will encourage the defender to blob up and crush the isolated attacker groups. If you want to encourage separation, you need to find a way to force both sides to do it. Something like a really fast timer, that can not be abandoned. Of course, if you have such a thing you will get the feints, and speedy caps that everyone hates in Assault mode, so be careful what you ask for.