- 1 wave of 36 mechs per side.
- Maybe +1 Command Lance of T1-2 players?
- Gaps would be filled by 2 vehicles per mech
- Maybe +1 Command Lance of T1-2 players?
- Make the maps much bigger, have the goals be take-and-hold and spread far apart.
- 3 goals, have to completely control 2 of them to win (as an attacker).


Better Than 4 Waves Of 12 Mechs
#1
Posted 02 June 2016 - 09:33 AM
#2
Posted 02 June 2016 - 09:50 AM
#3
Posted 02 June 2016 - 09:52 AM
This would be an assault or Heavy only play ground. We have enough of this. Lights would be extinct.
#4
Posted 02 June 2016 - 10:11 AM
Sadly I highly doubt this would happen, as much as I think its a great idea. PGI would take years to implement much less bring it to its full potential.
Edited by rolly, 02 June 2016 - 10:12 AM.
#5
Posted 02 June 2016 - 05:26 PM
#6
Posted 02 June 2016 - 07:27 PM
As neat as it would be it's technologically not possible with the current engine implementation and I think far beyond what PGI is capable of implementing.
#7
Posted 02 June 2016 - 07:58 PM
#8
Posted 03 June 2016 - 06:48 AM
Xiphias, on 02 June 2016 - 07:27 PM, said:
As neat as it would be it's technologically not possible with the current engine implementation and I think far beyond what PGI is capable of implementing.
Oh, I was here, all right - I may not have a founder's tag, but I've been here since right after the Beta jumped from closed status.
And while PGI may not be able to do it, CryEngine (this is CE3, I think we're on CE5 now?) was capable of supporting up to 128 players, so 36 is not beyond the pale. Hell, HALF-LIFE (the original) was capable of that, if I remember right.
And I don't agree it would make Lights obsolete. If anything, you'd need the Lights to both find out what the enemy was running and WHERE they were running. If they were deathballing to the center, you could either do the same, or split and take the outsides before they could react.
Right now, there's no real reason to take Lights except as deck-filler for your last drop. You can genny-rush, but it's usually easily countered if your enemy is at all experienced. Everyone builds their decks with Heavies and Assaults and then throws in the Light as an afterthought.
And I guarantee that if you were dealing with one drop, it wouldn't be 36 v 36 for very long.
Edited by Dawnstealer, 03 June 2016 - 06:49 AM.
#9
Posted 03 June 2016 - 07:05 AM
Larger maps with objectives to capture and/or destroy (starports/air fields, supply dumps, etc... giving punctual assets like arty and strafing runs ) spawn points moving up or down the map as team capture locations and the like. Light mechs would have a role as raiders while the heavier elements could push the front line or defend strategic points.
Maybe even go back to no respawn ( or limited by certain conditions like capture the spaceport ) Yes this would mean that ammo depended mechs would run dry in a prolonged campaign... cover that in the mech lab.
Edited by ChapeL, 03 June 2016 - 07:06 AM.
#10
Posted 03 June 2016 - 09:58 AM
Dawnstealer, on 03 June 2016 - 06:48 AM, said:
Yes, CryEngine can support 128 players, but not 128 mechs. There's a big difference between the two. Unlike a regular FPS, each mech in MWO is composed of separate distinct hitboxes with their own health and attributes. A single mech is effectively 11 separate hitbox components for the server to track as opposed to maybe 2 (body + head) in a regular shooter. I'm not saying mech hitboxes are the same as players, but they do add to the server load.
Also, CryEngine already has problems hitreg when too many projectiles hit a target at the same time (long standing issue PGI has battled with LRM and SRM hitreg). This would be made even worse in a 36v36 due to the sheer number of projectiles flying around.
It might be possible with some extensive rewrites, but even StarCitizen has been struggling with this issue to some extent and they have a huge budget + CryEngine devs.
#11
Posted 03 June 2016 - 10:11 AM
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