Vellron2005, on 10 June 2016 - 02:58 AM, said:
Firstly, let me say a big thank you to TheArisen for promoting my idea. Thanks man. You rock.
Secondly, the whole point of why my idea was made was to achieve the following:
1) Eliminate the player base splitting into PVP and PVE players.
2) Add realism and rich storytelling to the game
3) Add something new and fun to do other than the constant "kill'em all, and let the gods sort them out" type gameplay.
4) Significantly lower production costs for PGI, since they would NOT need to develop AI much further, and they could use existing game resources - perhaps only re-purpose them and connect them into stories. This means almost no need for new maps, no need for AI, no need for new game modes, no need for anything other than some cinematics and voice-over and programming objectives.
Hell, let's face it, we lore-buffs don't need much more than Captain Adams telling us to move our metal asses and get certain jobs done. I don't think it's that hard to take a map like river city and say, OK, let's make THAT building destructable, and let's get people to protect it for 15 minutes. Or let's hijack one of the 12 people on the IS side and instead of their own mech, put them in a hero mech,and automatically lock him into Commander position, and then make the other 12 guys go after him, while his team protects him?
Or let's simply put a team of 12 clan dropdecks and 12 IS dropdecks on Boral vault and tell them that they REALLY need to protect that orbital cannon, otherwise, their arses are toast and they'll need to defend that building on River city next..
It seems to me that taking current game modes and simply connecting them with a deep,rich narrative really should not be that hard..
Secondly, the whole point of why my idea was made was to achieve the following:
1) Eliminate the player base splitting into PVP and PVE players.
2) Add realism and rich storytelling to the game
3) Add something new and fun to do other than the constant "kill'em all, and let the gods sort them out" type gameplay.
4) Significantly lower production costs for PGI, since they would NOT need to develop AI much further, and they could use existing game resources - perhaps only re-purpose them and connect them into stories. This means almost no need for new maps, no need for AI, no need for new game modes, no need for anything other than some cinematics and voice-over and programming objectives.
Hell, let's face it, we lore-buffs don't need much more than Captain Adams telling us to move our metal asses and get certain jobs done. I don't think it's that hard to take a map like river city and say, OK, let's make THAT building destructable, and let's get people to protect it for 15 minutes. Or let's hijack one of the 12 people on the IS side and instead of their own mech, put them in a hero mech,and automatically lock him into Commander position, and then make the other 12 guys go after him, while his team protects him?
Or let's simply put a team of 12 clan dropdecks and 12 IS dropdecks on Boral vault and tell them that they REALLY need to protect that orbital cannon, otherwise, their arses are toast and they'll need to defend that building on River city next..
It seems to me that taking current game modes and simply connecting them with a deep,rich narrative really should not be that hard..
That's why I like the idea so much. It'd be relatively easy to implement & would greatly enrich the game.

















