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A Hope For Bigger, Better Fw


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#21 Danjo San

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Posted 22 June 2016 - 10:09 AM

http://mwomercs.com/...tion-play-poll/

#22 Rebas Kradd

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Posted 22 June 2016 - 10:31 AM

View PostBud Crue, on 21 June 2016 - 11:53 AM, said:


Your optimism is duly noted, but I think unfounded as far as CW goes and the context of your post. You make reference to the proposed asymmetrical game mode mentioned in the last town hall as evidence that Russ plans on improving CW. Yet that proposal like so many others is so far off and tenuous that even Russ admitted it has no ETA. Compare that to last months mention of Solaris as coming soon, but this month he says technical difficulties are putting it a ways off. To me, the suggestion that CW will be fixed any time soon is more of the same.

To my ears, vauge promises of possible stuff, that may be introduced at some far off, unknown date, do not suggest a real push to provide significant improvement to a game mode that many believe is broken if not dead, but which Russ is merely "not entirely happy with".

Edit: the new advertisement for CW posted today, also suggests to me that PGI is confident that CW is in a state sufficient to be...well...advertised. Would they be having such a video made if they were planning on any big fixes anytime soon?


Everything we have now was, at one point, far off and intangible.

#23 Dawnstealer

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Posted 22 June 2016 - 10:46 AM

I don't even like the idea of "capture the gates" or gates at all. I can't remember anything like it in the canon of this universe: when a mech landed on the battlefield, that was the equivalent of dropping a gigantic bomb in today's world: a signal that things just got really, really serious.

In other words, defenses for most things weren't designed around defending from mechs, as there wasn't much that COULD defend against a mech (other than other mechs). THAT's how FW should feel. For that matter, that's how the whole game should feel.

I've mentioned this elsewhere over the years, but the thing missing from MWO in general is that sense of scale and power. On all the maps, there should be indicators that battles were fought there on a "smaller" scale: tank-sized tank traps that are ridiculously inadequate at slowing mechs, trenches and bunkers for infantry that are ridiculously small compared to a mech, "defenses" that are a machine gun (not something that spits Medium or especially Large lasers), bulworks and walls a mech can walk over, and so on. Scale and power.

As to game modes, I think they need to get away from the whole "ATTACK THE BASE!" thing. It leads to natural chokepoints and isn't that interesting. There's not much strategy. You know what would be?

ATTACK AND DEFEND THE DROPSHIPS: Three dropships are loading up spread across the map. Who knows what they're loading, but it's something one team wants to get to safety and the other doesn't. They have random take-off times, but the last will take off when the clock hits zero (the other two will take off at 1/3rd and 2/3rds of the way through, respectively). So the attackers have to destroy these three wide-spread dropships before they take off and no one knows which will take off first, so teams will have to split up: NO MORE DEATHBALL, SCOUTING MATTERS.

Unless the attackers are really effective, it's likely at least one dropship will escape, and they get 1 victory point for each one that gets away, for a max of 3. Teams would have to be strategic: stick together to ensure a dropship is destroyed/escapes? Split up and defend/attack everything, hopefully finding the weakspot? Go solid on two and hope for the best?

Ambiguity is interesting, the current gamemodes are not.

Edited by Dawnstealer, 22 June 2016 - 10:47 AM.


#24 Lehmund

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Posted 22 June 2016 - 12:15 PM

View PostDawnstealer, on 22 June 2016 - 10:46 AM, said:

I don't even like the idea of "capture the gates" or gates at all. I can't remember anything like it in the canon of this universe: when a mech landed on the battlefield, that was the equivalent of dropping a gigantic bomb in today's world: a signal that things just got really, really serious.

In other words, defenses for most things weren't designed around defending from mechs, as there wasn't much that COULD defend against a mech (other than other mechs). THAT's how FW should feel. For that matter, that's how the whole game should feel.

I've mentioned this elsewhere over the years, but the thing missing from MWO in general is that sense of scale and power. On all the maps, there should be indicators that battles were fought there on a "smaller" scale: tank-sized tank traps that are ridiculously inadequate at slowing mechs, trenches and bunkers for infantry that are ridiculously small compared to a mech, "defenses" that are a machine gun (not something that spits Medium or especially Large lasers), bulworks and walls a mech can walk over, and so on. Scale and power.

As to game modes, I think they need to get away from the whole "ATTACK THE BASE!" thing. It leads to natural chokepoints and isn't that interesting. There's not much strategy. You know what would be?

ATTACK AND DEFEND THE DROPSHIPS: Three dropships are loading up spread across the map. Who knows what they're loading, but it's something one team wants to get to safety and the other doesn't. They have random take-off times, but the last will take off when the clock hits zero (the other two will take off at 1/3rd and 2/3rds of the way through, respectively). So the attackers have to destroy these three wide-spread dropships before they take off and no one knows which will take off first, so teams will have to split up: NO MORE DEATHBALL, SCOUTING MATTERS.

Unless the attackers are really effective, it's likely at least one dropship will escape, and they get 1 victory point for each one that gets away, for a max of 3. Teams would have to be strategic: stick together to ensure a dropship is destroyed/escapes? Split up and defend/attack everything, hopefully finding the weakspot? Go solid on two and hope for the best?

Ambiguity is interesting, the current gamemodes are not.


This is good stuff.

It would require a complete revamp of maps and objectives to make it all work, but that's what I'm getting at really. Objectives and maps that allow for different strategies and tactics using all mech sizes to succeed.

Reusing the current maps, with tweaks can work as I suggested, including Capture and Hold or destroy objectives scenarios within, but overall the best thing would be to create something brand new with good level designers similar to what you are suggesting here.

If PGI reads some of this stuff, given time, they can get it done properly on some future iteration, and by time, expect nothing significant within the next 4 months at least. Proper game dev takes time.... unless you are tweaking.





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