Does Mwo Have To Be Based On The Table Top Rules
#1
Posted 27 February 2016 - 04:44 PM
Some TT players like Koniving in various threads have told me that TT rules and fluff influence each other, meaning that the TT have to be a game so it needs to translate the fluff within certain limits and sometimes the fluff incorporates the small details which happen or exist in the game like explaining why the weapons have such short ranges.
I can only ask you guys to imagine what could have been possible since PGI have chosen to adopt the TT values and rules. Next MW game perhaps where your AC rounds can fly past 3km?
#2
Posted 27 February 2016 - 05:04 PM
Unfortunately (or not, depending on your view) they decided to stick to TT values in most situations. And sinc this ship has sailed, there is really nothing that we can do about it now.
#3
Posted 27 February 2016 - 05:05 PM
Some say that's part of the issue, one way or another. That they try to follow the wrong ones, or fail to put in features.
#4
Posted 27 February 2016 - 05:08 PM
Prolly why so many players leave/
#5
Posted 27 February 2016 - 05:14 PM
#6
Posted 27 February 2016 - 05:17 PM
There's certainly a happy medium somewhere. Right now it feels like a reskinned CoD clone.
#7
Posted 27 February 2016 - 05:19 PM
#8
Posted 27 February 2016 - 05:20 PM
The best mechwarrior game, the one that may still be years ahead of us (cause god knows, this ones good but its not the best) will have its own build system. I promise you that.
#9
Posted 27 February 2016 - 05:26 PM
#10
Posted 27 February 2016 - 05:28 PM
However this is a pvp fps. The rules don't translate well. Trying to shoehorn them in made more drama. If the Clans had been balanced correctly at release 2 years ago we'd have a better game today.
BT made plenty of mistakes over the years. We are not obligated to repeat them.
#11
Posted 27 February 2016 - 05:29 PM
pbiggz, on 27 February 2016 - 05:20 PM, said:
The best mechwarrior game, the one that may still be years ahead of us (cause god knows, this ones good but its not the best) will have its own build system. I promise you that.
thats y MW4 online part was fun, if u played with heat and ammo. they knew form the start following TT was going to be meh, so made it fun. u have to either go full sim or fun. this is neither...
#12
Posted 27 February 2016 - 05:30 PM
But I also believe that anything pgi uses (or ignores) should be used equally for all players (i.e. full customization for IS and none for clan? ).
#13
Posted 27 February 2016 - 05:47 PM
So many people want to have their cake and eat it too. Want to sh*t on TT for arbitrary reasons? Fine, make up your own stuff. Just don't expect to take from TT and then expect people to not discuss it from the POV of frickin TT.
#14
Posted 27 February 2016 - 05:57 PM
#16
Posted 27 February 2016 - 06:44 PM
#17
Posted 27 February 2016 - 07:11 PM
#18
Posted 27 February 2016 - 07:14 PM
People needs to learn that theres no way to pull Turn Based Rules into Real Time videogames whitout having a mess.
Even the guy that made Battletech said that like 2/3 months ago !!!!
Edited by Mad Strike, 27 February 2016 - 07:16 PM.
#19
Posted 27 February 2016 - 07:24 PM
I just don't understand why you can't have a good game based on Battletech lore. Warhammer Online made the same mistake. EA thought they could slap on a deep and rich lore on a bad game and print money. They lasted just over 5 years even with 700k initial units sold.
ESO has it figured out and it started 10 years or so after BT. Make a good game and surround it with a rich background. Win!
For some reason PGI has chosen not to use the lore to its advantage and not make an immersive game. I do not think they are blatantly milking the franchise like EA did with Warhammer, but they do need to be better stewards of the property that was handed to them.
TL:DR I would have waited another 10 years for a good Battletech computer game.
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