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Survey - What Would Be Perfect Game Play For You?


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#41 Johnny Z

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Posted 27 July 2016 - 12:55 AM

View Postkf envy, on 26 July 2016 - 10:00 PM, said:


so you want an battletech MMO RPG??


Call it what ever you want. But I want an epic sci-fi movie/book to play via a video game, just like everyone else.

#42 Karl Marlow

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Posted 27 July 2016 - 01:41 AM

The perfect game play? The Battletech MUX systems with modern graphics and controls.

#43 Steinar Bergstol

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Posted 27 July 2016 - 02:35 AM

Huge maps. _Enormous_ maps! GARGANTUAN maps! PLANETARY MAPS!!!!! A reason for recon to exist instead of trying to be "tiny Assault mechs". Actual involved info warfare and sensors becoming important due to the distances involved. Facilities and objectives on planets which have a purpose and need to be controlled in order to Control the planet itself, rather than a pointsystem. Supply lines and Resources having to be protected and or established in order to effectively wage warfare. Persistence in the state of the maps, who controls what, state (destroyed, damaged etc?) of Resources, facilities, objectives and so on. The implementation of battlearmor and infantry, vehicles, VTOLs, Aircraft and (glory, glory, hallelujah) AEROTECH!

In short, a game no Developer or Publisher will ever be willing to make because _noone_ will think they'll be able to make a profit on it compared to the Resources they'd have to put into it to create it, sadly.

Oh, also quads, just to see Juodas' head explode with sheer joy. :D

#44 Omaha

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Posted 27 July 2016 - 02:39 AM

Large persistent worlds where ppl or teams can drop in and leave as they like. Stations for rearm and repairing scattered around to fight over, with other resources, things that are in faction warfare.

I cant stand the match by match style, but i put up with it cuz of "Mechwarrior"

Match by match style is a solaris thing ya know folks. I just never get the feeling as if im actually in a mechwarrior world, waging wars on other factions, and what not. Even in Faction warfare, it has the same feeling as quickplay, just different modes. I figured early on, that the beta was a test bed for the actual combat, but i was all wrong. That was the entirety of the game, well besides the mechlab.

I would like to be able to develop my pilot skills, real pilot skills, not per mech crap that is only a few things.An actual tree to specialize in. That if you want to redo you need to recruit a new pilot. None of this this mech has 1 mil xp that does nothing after i get 5 skills unlocked for it.

And for goodness sakes, enough with the searching spinner, please wait messages, and loading, and ghosts.

Like they say for BIG rewards, you need to take BIG risks. Faction warfare or community warfare is a flop because it uses the same exact gameplay that quickplay uses, just different modes.

I guess the scratch i want to itch, is more of a planetside, but in a mechwarrior style.

Now I do love this game, and the people that make it. Esp. LOL L....... But seriously every match, and game mode is just about complete such and such objective, in such amount of time.

Edited by Omaha, 27 July 2016 - 09:34 AM.


#45 Antares102

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Posted 27 July 2016 - 12:57 PM

I want to have a game mode with true respawn it's that simple.
It would help newbies that die very quickly and the general player to just try stuff without
wasting the teams chances to win.

#46 XX Sulla XX

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Posted 28 July 2016 - 01:45 AM

View PostKisumiKitsune, on 27 July 2016 - 12:23 PM, said:


The maps are large and open. Think Polar Highlands. Each team has one central mech hangar on their edge of the map, and there are 4 to 10 other, smaller hangars scattered around the map. The game mode is ticket based, with each team starting at around 700 tickets. Capturing any point reduces the enemy team's tickets by 1 every 5 seconds or so. Being destroyed also loses tickets for your team. However, it's based on the value of the asset you're piloting. A light mech dying might lose your team 2 tickets, but a particularly heavy assault might lose 15.

There are respawns, using a counter-strike style buy menu to build assets at mech bays. Forward mech bays captured in the map can be respawned at, and normally have a restriction on what you can build, such as only heavies or lower, or even mediums. If someone wants to bring out (and can afford) an assault, they're walking from base at 40-60 kph across the 10km map. Of course, the assets aren't "balanced". There are outright godlike ones, but they can cost upward of 2 million c-bills to purchase as opposed to an "average" range of 80k-100k. However, that massive machine of destruction may net you a ten-mech kill streak, but they may only cost the enemy team three tickets each. Your death, however? Around twenty.

It's balance by imbalance. Hoarding powerful assets means not only do you lack the mobility to capture and reinforce forward respawn bases against the enemy, but being caught and killed can deal a significant blow to your team's overall standing even if you take out several other mechs.
I haven't watched this video to see how representative it is, but it's recent, so it shows the latest update. Most of MWLL's videos are from its heyday a few years ago when some mechanics and the hud were different. https://youtu.be/irJg6oUW9ZQ?t=20m37s
Sounds interesting if PGI can fix the problem with lower frame rates from having respawns because of the way they handle it.





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