Jump to content

Immersion Layer (Characters, Backgrounds, Seasons) Over Existing Systems


4 replies to this topic

#1 Freeman 52

    Member

  • PipPipPipPipPip
  • The Patron
  • The Patron
  • 154 posts
  • LocationUK

Posted 24 July 2016 - 08:46 AM

I have just started replaying MechCommander recently, and I am still amazed at how well it evokes certain aspects of the Battletech universe: I am growing attached to my motley crew of mechs and pilots as we go on from mission to mission. That is what a tactical BT game should do, IMO, and apparently what HBS wants to do.

So what could MWO do for me to feel immersed to a similar extent but in a different way, with an emphasis on FPS gameplay?

Here are some thoughts:
  • I should be my own mechwarrior, which means building a character: I should be able to pick skills that either specialize in specific weight classes or weapon types or mech chassis, or focus on becoming a competent generalist.
  • I should have a background, which either increases my earnings (freelancer) or access to mechs (unit) or reputation (loyalist), with clear trade-offs: the more I advance down one path, the harder it is to backtrack.
  • Instead of having access to an infinite stable of mechs, I should have access to just a few, perhaps with an initial selection determined by my background.
  • As a novice player I would start with an entry-level mech, and as exp and C-bills increase I would be given the choice to either specialize or diversify. If I want to collect them all, more power to me; but I should beware of people out there who want to become the best damn PPC Marauder pilots.
  • As I become better and develop my reputation I should have increased access to factional supply chains; e.g. if I am Davion I should have a chance to buy Enforcers, Jagermechs or Battlemasters, and if I am Kurita it should be Jenners or Dragons.
  • In order to compensate for a limited supply chain I should be able to make mechs my own, not in terms of weapon selection, but of quirks. E.g. there are many Blackjacks out there, but mine is faster, or it has a better AC targeting, or it has an improved sensor array. Others will not be able to tell beforehand - they need to fight me and remember.
  • Between MW skills, background, and mech quirks I will have a potentially unique profile as a mechwarrior (and, at higher tiers and after a while, even a recognizable one).
  • Specific events could circle around factions or weight classes or even chassis, giving me and everyone else an opportunity to shine every once in a while.

No QP vs FP, just Play but with the following parameters:
  • Every week/season there are three planets/operations: IS vs IS, IS vs Clan, Clan vs Clan.
  • Players within each loyalist faction vote on alliances for each season. Mercs are automatically divided among alliances to even out the population; perhaps Mercs can sign up with individual factions, but then they will be split between IS-IS and IS-Clan or IS-Clan and Clan-Clan to even out the buckets.
  • Mechwarriors vote with their feet: perhaps few people will want to play Clan vs Clan, so wait times will be longer and matches less even.
  • Each season one faction is prominent within each planet (either defense or attack), and you get extra rep/cbills if fighting for your faction.
  • As the wars evolve there may be turningpoints in the form of events.
  • Loyalists get a weighted vote depending on experience fighting for their faction, effectively pulling rank.

If MWO did this you would nor need Faction Play to create a semblance of immersion. The universe would be built into the systems. And every sub-system could be monetized to some extent (e.g. pay vs grind; or starting with only 2 characters per account, with the option to pay to unlock more).

Others have suggested plenty of small changes to increase MWO's immersion, like other unit types or objectives. But you don't need to fundamentally alter the game in order to create immersion: all you need is meaningful choices and lasting consequences.

Just some thoughts. If PGI reads this, please think about what would make MWO immersive and meaningful instead of just entertaining.

#2 Jiyu Mononoke

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 251 posts

Posted 24 July 2016 - 09:20 AM

Pasted from another response, but I think it applies here too:
~ YES - I like the idea of character progression, but I also think it should be integrated through an expansive "Chat" system as well. Make friends based off of their characters (like we did in WoW).
~ I would also like to see some good story based missions thrown into the mix, not all of them fairly balanced: Kobayashi Maru (The unwinnable situation) etc. I also think arenas would be fun too: 1v1 2v2 4v4.... and I'd really like to see a lot more of that integrated into the star map, faction play etc. Suggest that QP is still very much QP, but there would be a lot of behind the scene effects on planets etc. You could manage as much or as little coordination as you desire. Be a QP Warrior (all default/auto pilot on where you attack), or go Full on and be voting on where your unit or faction attacks, or where "You" want to attack if your freelance. What planets you attack, can be upto you and each planet has to have some of each game mode (on a map that's common to the planets weather patterns and terrain etc.)... QP Warrior guy that hates snow maps can tweek a few settings here and there to control where he attacks and to some degree game modes, but unit commanders and small organized groups could have a strong impact by playing through many of the game modes on a single planet (or area), and the legions of "default" set QP warriors would be at command of the units via voting (or some system).
- Want real immersion? true to life stuff?, then ya, mix the whole thing up a tad, give command and control of where the legions go to unit commanders who then fight along side them with their units. Faction QP peeps would likely get to know many of the people they fight with making it more personal as well. That's what makes people come back more and stay logged in longer, makes more money for PGI to keep improving the game. Over all it's a fun game, and I play fairly regularly but I'm not much of a FW guy because of the time involved, but I like the concept and would love to see more ways to contribute.

#3 Freeman 52

    Member

  • PipPipPipPipPip
  • The Patron
  • The Patron
  • 154 posts
  • LocationUK

Posted 24 July 2016 - 10:29 AM

View PostFreebrth, on 24 July 2016 - 09:20 AM, said:

I also think it should be integrated through an expansive "Chat" system as well. Make friends based off of their characters (like we did in WoW).


YES, a proper chat system would be great.

View PostFreebrth, on 24 July 2016 - 09:20 AM, said:

unit commanders and small organized groups could have a strong impact by playing through many of the game modes on a single planet (or area), and the legions of "default" set QP warriors would be at command of the units via voting (or some system).


This could create some resentment, but I like your participate-as-much-as-you-want idea.

View PostFreebrth, on 24 July 2016 - 09:20 AM, said:

Faction QP peeps would likely get to know many of the people they fight with making it more personal as well. That's what makes people come back more and stay logged in longer, makes more money for PGI to keep improving the game.


Really good point. I think the lack of social interaction within the game itself is a detriment to the enjoyment.

#4 Airwind

    Member

  • PipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 158 posts

Posted 25 July 2016 - 07:43 PM

there are many things that can be done for lore/story. but slapping "lore" to a mech is not Lore!! the recent one i saw was like an insult to those who requested lore. something to the tone of "new mech available now! with lore!"

that aside, i really think this game needs to be story driven. have a game master. each for a faction. have hero character give orders. have them dictate what to attack. and those who are interested to queue up for the drop. have them drop in as well with their hero mech(ai or random selected lucky player to recommend represent him)

that to me whould give lots of drive to the game. i dont want to make decision throughout. what planet to attack etc. i serve house kurita. tell me where to drop and conquer. have these event outcomes reported as news. that to me is lore and makes the game have more feel.

#5 Airwind

    Member

  • PipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 158 posts

Posted 25 July 2016 - 07:52 PM

then we have the contracts and missions. this isnt brought over as much as i want it. have use sign on contracts which bundle few maps with huge payout at end of contract if you complete. there can be 1 mission contract, 2 mission contract etc. these again can be woven into the story/campaign. even the current map selection can have bounty and contact bonus tied to it. less popular maps would have higher payout. that will definately diversify map selections. everytime i drop its that few popular maps. why bother with new maps then?

why am i ranting.. lolz.. sigh





2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users