Dropship Implementation
#1
Posted 07 December 2011 - 08:00 AM
Back in Mechwarrior 2, Dropships seemed majestic, deadly, and often were some sort of objective or massive, strategic threat. Whether aerodyne or spherical, the way they interacted with the player and the game space was something that I felt feel flat in the sequels since. I remember missions where you had to hold out long enough for a dropship to get through orbital burn and pick you up, where you were desperately holding the line, hearing your computer chiming away about DROPSHIP ETA: 30 SECONDS, and being rewarded shortly thereafter by seeing the vessel swoop in through the skies, make a loop to bleed off inertia, hover overhead, and touch down, lending fire support all the while.
They seemed more significant back then. More real. Come mechwarrior 3 and 4, they generally seemed to just sit there and shoot. Sure there were a couple scenes where an overlord or union would be lifting off or landing, but those felt pretty linear. Did less to heighten or relieve tension then act as an incredibly well armed count down timer to failure as it flew all of straight up.
TL;DR: So how would you desire the developers to utilize Dropships in game, precisely, to try and make them as substantial as they deserve to be?
#2
Posted 07 December 2011 - 08:16 AM
#3
Posted 07 December 2011 - 08:19 AM
cabadrin, on 07 December 2011 - 08:16 AM, said:
I'm laughing to myself just imagining DOTA with 'Mechs.
#4
Posted 07 December 2011 - 08:47 AM
Is it just me, or did anyone else have a problem burning down the Union's in MW4: Mercenaries?
#5
Posted 07 December 2011 - 09:18 AM
#6
Posted 07 December 2011 - 09:19 AM
Kay Wolf, on 07 December 2011 - 08:47 AM, said:
If you aimed specifically at the engines then they came apart pretty easily. Just had to stand back out of weapon range and plink away.
#7
Posted 07 December 2011 - 09:24 AM
Skwisgaar Skwigelf, on 07 December 2011 - 09:19 AM, said:
I saw the speedrun had the player in something beefy and jump capable, hiding behind a hill and hopping up and down sniping the weapons emplacements.
#8
Posted 07 December 2011 - 09:28 AM
#9
Posted 07 December 2011 - 09:33 AM
Skwisgaar Skwigelf, on 07 December 2011 - 09:28 AM, said:
Why use decoys when you outrange a stationary enemy though?
#10
Posted 07 December 2011 - 09:45 AM
Pariah Devalis, on 07 December 2011 - 08:00 AM, said:
Back in Mechwarrior 2, Dropships seemed majestic, deadly, and often were some sort of objective or massive, strategic threat. Whether aerodyne or spherical, the way they interacted with the player and the game space was something that I felt feel flat in the sequels since. I remember missions where you had to hold out long enough for a dropship to get through orbital burn and pick you up, where you were desperately holding the line, hearing your computer chiming away about DROPSHIP ETA: 30 SECONDS, and being rewarded shortly thereafter by seeing the vessel swoop in through the skies, make a loop to bleed off inertia, hover overhead, and touch down, lending fire support all the while.
They seemed more significant back then. More real. Come mechwarrior 3 and 4, they generally seemed to just sit there and shoot. Sure there were a couple scenes where an overlord or union would be lifting off or landing, but those felt pretty linear. Did less to heighten or relieve tension then act as an incredibly well armed count down timer to failure as it flew all of straight up.
TL;DR: So how would you desire the developers to utilize Dropships in game, precisely, to try and make them as substantial as they deserve to be?
i would love to see dropships used in the way they where used in Mw2 also, lvoed the hot drop they did on MW2 GBL.
#11
Posted 07 December 2011 - 09:51 AM
#13
Posted 07 December 2011 - 09:58 AM
Otherwise it's NPC (hits specific coords and drops mechs), if your mech dies you have the option of continuing to help in teh battle by moving to the dropship, and picking up/moving units around the battlefield.
If your dropship gets shot down, you suffer lack of movement penalties (at least for your heavy/assualts as now they have to walk across the battlefield) and no more reinforcements until the end of battle.
think of the salvage on a downed dropship with mechs inside....*drools*
obviously there's alot of options in that to limit or expand as the devs feel they need to.
#14
Posted 07 December 2011 - 10:17 AM
Skwisgaar Skwigelf, on 07 December 2011 - 09:19 AM, said:
See, this I have a problem with. You shouldn't be able to stand outside of the dropship's weapon range with anything less than an AC/2 or a Clan ER Large Laser. Everything else can be matched by that Union's weapon bays.
#15
Posted 07 December 2011 - 10:21 AM
Paladin1, on 07 December 2011 - 10:17 AM, said:
I don't disagree with that, especially with this era's IS weaponry. That's just how that particular setup worked in that particular game for me.
#16
Posted 07 December 2011 - 10:27 AM
Me personally? I'd have wanted to pound it with artillery but I'm more of a TT campaign gamer than a video gamer.
#17
Posted 07 December 2011 - 10:45 AM
As for MWO, do it right or dont do it at all. Dont make them limp sickly looking like MW4s
#18
Posted 07 December 2011 - 10:54 AM
#19
Posted 07 December 2011 - 01:35 PM
#20
Posted 08 December 2011 - 08:50 AM
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