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The Future Of Mwo - When The Plug Is Pulled

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#41 LordNothing

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Posted 28 August 2016 - 12:09 AM

i want what hes smoking.

#42 Lightfoot

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Posted 28 August 2016 - 01:09 AM

View PostLordNothing, on 28 August 2016 - 12:09 AM, said:

i want what hes smoking.


Basically MWO is headed to be EVE Online with Mechs. Not sure it will ever be that complex, but will be driven by player actions. I don't think players will be handed full control since MWO will follow the Battle Tech timeline, but Faction Warfare is the first step. Still I can see that players will start to amass greater assets and opportunities and larger units will control more and MWO has what EVE does not which is skill based PvP. EVE has pvp, but it is all dependent on what rank you earned through time as to how well your machines perform. All MWO has to do is expand the number of planets by, what 10X?, make holding them worthwhile RP reward-wise, require assets like Jumpships, Dropships, (maybe) to reach some areas. Power to control. And things start to get interesting, if the RP rewards are actually of real value either in combat or in Mechlab.

Have you ever played EVE Online?

Just my opinion, but it seems like the obvious course of events.

#43 Spleenslitta

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Posted 28 August 2016 - 01:38 AM

View PostLightfoot, on 28 August 2016 - 01:09 AM, said:


Basically MWO is headed to be EVE Online with Mechs. Not sure it will ever be that complex, but will be driven by player actions. I don't think players will be handed full control since MWO will follow the Battle Tech timeline, but Faction Warfare is the first step. Still I can see that players will start to amass greater assets and opportunities and larger units will control more and MWO has what EVE does not which is skill based PvP. EVE has pvp, but it is all dependent on what rank you earned through time as to how well your machines perform. All MWO has to do is expand the number of planets by, what 10X?, make holding them worthwhile RP reward-wise, require assets like Jumpships, Dropships, (maybe) to reach some areas. Power to control. And things start to get interesting, if the RP rewards are actually of real value either in combat or in Mechlab.

Have you ever played EVE Online?

Just my opinion, but it seems like the obvious course of events.

I have played EVE Online. It's a great game and that's why i must apologise and say you're wrong.
I sincerely doubt PGI will ever put that much effort into making MWO complex enough for it to be driven by player actions.
FP could have been the first step as you say but unfortunatly there are several major changes FP would have to go through for that to happen.

1) The maps. All the FP maps have a bottleneck or a funnel point if you would prefer to call it that.
The two sides meet at the funnel point and duke it out by peeking and poking till one side gains the advantage.
That is boring and light mechs have no place in such a standstill fight except to fill out a dropdeck with heavier mechs.
Far less than half the map is used and that is a bad thing no matter how you look at it.

2) I haven't played FP since it was called CW and the maps still haven't changed nor the tactics described in 1).
Now i hear talk about the Long Tom ruining everything. If that is true it's yet another misstep for FP.

3) FP has very long waiting times for a match to start. If FP was popular that would not be a problem but it isn't popular.

4) Make holding planets worthwhile RP reward-wise you say. Nice idea but regardless of how rewarding that would be the funnel point maps would remain the same.
As long as those maps are here FP will not gain any worthwhile popularity.

Take a look at the video inside this link. That is how FP could be made into a totally new gamemode.
New Gamemode Proposal - Making Bigger Maps Fun

It would take a lot of hard for PGI to make something like this but it's better than the current FP.
Current FP is a gamemode where you stand in the same general area trading firepower with the enemy with no chances at flanking them because of the gates.
That is the very definition of a boring gamemode.

#44 Appogee

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Posted 28 August 2016 - 01:58 AM

View PostLightfoot, on 28 August 2016 - 01:09 AM, said:


Basically MWO is headed to be EVE Online with Mechs. Not sure it will ever be that complex, but will be driven by player actions. I don't think players will be handed full control since MWO will follow the Battle Tech timeline, but Faction Warfare is the first step. Still I can see that players will start to amass greater assets and opportunities and larger units will control more and MWO has what EVE does not which is skill based PvP. EVE has pvp, but it is all dependent on what rank you earned through time as to how well your machines perform. All MWO has to do is expand the number of planets by, what 10X?, make holding them worthwhile RP reward-wise, require assets like Jumpships, Dropships, (maybe) to reach some areas. Power to control. And things start to get interesting, if the RP rewards are actually of real value either in combat or in Mechlab.

Have you ever played EVE Online?

Just my opinion, but it seems like the obvious course of events.

I'd love for you to be right.

I agree that is where MWO should be headed.

But all evidence says it's not. All evidence says an Eve-like game is beyond the skill level of the current developer. Worse, it's never even been their ambition to create a game that is as nuanced and multi-dimensional as Eve Online.

PGI believe they are largely 'done and delivered' with MWO in its current state. Their focus is less on developing the game further, and more on deriving new revenue from it ... mech packs, 1200 MC drop decks, 25MC supply cache keys etc.

I agree it's a shame. MWO could be so much more. But that won't happen under PGI.

#45 Hunka Junk

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Posted 28 August 2016 - 02:26 AM

View PostLordNothing, on 27 August 2016 - 11:45 PM, said:

the right way to do this is to release the server side software so that players would be able to set up their own dedicated servers. release of source code would also help. however there may be licensing restrictions on doing so. you obviously cant release the engine source because of this. thats a binary blob that pgi rents out for its game. there may also be agreements with hbs, since they are inheriting a lot of this game's assets. if there is a stand alone version of the game, you might see some assets removed to meet those agreements.

what pgi is probibly going to do is turn mwo into lostech and your virtual assets annihilated. at that point all mechwarriors will need to go back to old games (mw3 runs great, 4 still works on win7, and 2 can be played in a vm). mwll will still be around and will be the most modern mechwarrior title available. perhaps even the hbs team will allow its development to continue since its not a direct competitor. i do not consider the hbs product to be mechwarrior, but its there for all who are into that kind of thing (i for one am NOT interested in a turn based game). who knows someone else might get the ip and do a mechwarrior game and do so with respect for the franchise.


It would be interesting to know what the restrictions are because I think the above is what should happen. I think it would be best if it happened sooner rather than later.

Use TF2 as a model (and it is arguably the most successful F2P game of all time). PGI continues to create mech packs, while the community gets servers where they can control quirks, have bots for people who want things to be more single player, have respawn servers for the people who want that, have an army of community devs tweaking the game instead of a small team of people who don't really play doing what they think the community wants.

I don't mean that in a snide way. I mean it in a "PGI still makes money through the avenues they already have set up and gets less hassle from the community" way. It's a win/win situation provided there are not licensing hurdles blocking the possibility.

If licensing is the problem, then at least letting the community have the chance to develop what isn't licensed. For example, Viridian Bog isn't from BT, right? Probably same goes for all maps. OK, then let the community have the chance to edit them.

#46 LordNothing

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Posted 28 August 2016 - 02:30 AM

View PostLightfoot, on 28 August 2016 - 01:09 AM, said:

Have you ever played EVE Online?


frankly i havent played any of the games that people compare other games to these days. cof? whats that. is that like quake? eve, idk, is that like starcraft (note the lack of a 2). get off my lawn.

Edited by LordNothing, 28 August 2016 - 02:32 AM.


#47 Bad Karma 989

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Posted 28 August 2016 - 02:38 AM

PGI is, at this current time, doing their very best to nerf out the skilled players and create an artificial limiter that will likely do a couple of things:

1) Drive more players away.
2) Make this thing so ponderous that no one cares really but the hardest of the hardcore that will train themselves to dominate and the newbs that, sadly for them, in a game with an already moderately steep learning curve, won't have a clue what they're in for. The mid-rangers will likely trickle out in ones and twos.

An example:

"Testing on the existing PTS has shown that players are utilizing Gauss Rifles as a way to supplement their volley damage and offset their Heat Penalties. This use-case disrupts the overall goals we are aiming to achieve with the implementation of Energy Draw. Changes to Gauss Rifles have therefore been made to help reinforce the tactical loop outlined in the original PTS announcement post.
Our goal is to have the base values of Gauss Rifle weaponry reward players who strive to learn and master the Energy Draw system through in-game actions, rather than raw Loadouts..."

Which means that they came across some players who'd figured a work-around on their "Nerf-fest '16" in regards the gauss cannons, "...disrupts the overall goals we are aiming to achieve...", and so they nerfed that again. Thus amping up the challenge even more. They're leaving no room for the people who just want to play. And besides...these are nuclear reactors driving these mechs. Fusion engines. Furthermore, a quick down-n-dirty check of the available canon indicates no-where (and I realize this is not, NOT, truly comparable to the TT version of the game, and cannot really be) any energy-consumption rules. I also realize I could have very easily missed something like that.

But basically it appears that PGI has pulled this "Energy Draw" concept completely out of their digital exhaust ports.
And there's only one reason.
The good players, the Tier Ones and the Uber-Teams (MS, 228, etc...) long ago enacted programs, individually or as teams,
to eke as much efficiency and performance out of a mech as was possible and make them ultimate killing machines (a.k.a. "meta"), regardless of alteration. PGI makes a quirk pass and reduces capability, they figure out how to work around it, drop some mechs, and pick up others in their place. Another quirk pass or physics pass and all of the sudden, the Quickdraw is "relevant" again.

But not now. Now PGI has come up with the ultimate nerf, and the good part, the only good part, is that everyone is equally affected.

And you know what, joke's on PGI, because the builders will just work around it again.

But in the mean time, it will alienate people, simply because it's blatantly obvious what PGI is trying to do. See, the pros don't worry about heat. Their mech builds are built hot or cool depending on a variety of factors and they know how to tremble their triggers.

But that new guy, the one that doesn't know what they're in for...they're gonna get tired of trying to come up with a build that doesn't put them in overload after every shot. And a lot of the lore-****** are going to be pissed when that prized mech build they had from TT won't work at all because of this new concept PGI developed.

There won't be an MWO once that license lapses. What is there will be a shadow of it's former potential. PGI has spent far too much time nerfing and boosting stats, chasing numbers, when they should have worked on game development, expansion, content. Instead we get quirk passes and energy draw nerfs. Physics changes...but no new content.

PGI has taken a franchise that had much promise and they've managed to destroy it.

Kiss this game goodbye, it's on its way from the Emergency Room to ICU and from there to the morgue.

#48 Alistair Winter

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Posted 28 August 2016 - 02:45 AM

To me, it seems most likely that MWO will eventually die.

Posted Image

A lot of people seem to think it will happen like this.

Posted Image

I think it will be more like this.

This is why I think it's important for players to ask for offline PVE. We need to own something, not just rent the opportunity to play online. If we own a game that can be played offline or, ideally, online on private servers (probably never going to happen), then the game will stay alive.

If players are willing to accept online PVE content, then you're basically accepting the fact that everything you paid for will be gone whenever PGI feels like it, and there's nothing you can do about it.

#49 LordNothing

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Posted 28 August 2016 - 02:55 AM

View PostHunka Junk, on 28 August 2016 - 02:26 AM, said:


It would be interesting to know what the restrictions are because I think the above is what should happen. I think it would be best if it happened sooner rather than later.

Use TF2 as a model (and it is arguably the most successful F2P game of all time). PGI continues to create mech packs, while the community gets servers where they can control quirks, have bots for people who want things to be more single player, have respawn servers for the people who want that, have an army of community devs tweaking the game instead of a small team of people who don't really play doing what they think the community wants.

I don't mean that in a snide way. I mean it in a "PGI still makes money through the avenues they already have set up and gets less hassle from the community" way. It's a win/win situation provided there are not licensing hurdles blocking the possibility.

If licensing is the problem, then at least letting the community have the chance to develop what isn't licensed. For example, Viridian Bog isn't from BT, right? Probably same goes for all maps. OK, then let the community have the chance to edit them.


yea i can see pgi renting off servers to people who want to pay a subscription. this would allow user maps, mods, or a private servers (for units or private competitions). or perhaps by selling the server side software for the game to people interested in setting up their own servers. this way you can turn a profit while still giving players what they want.

there would still be phone home, so that players may only use paid assets they legitimately purchased. you would still have to play the official game to earn cbills or level things bought from pgi. this makes it so custom servers dont become the new buckets, players still have to come here to buy mech packs and level them. a user defined currency would let you buy 3rd party content by playing on that server. this might be earned or doled out in blocks to people supporting the host.

when pgi decides to close up shop for good, the phone home system can be patched out (it should be designed such that its easy to do) and all items would be freely available. then you just have to release the server side application. though you could probibly keep the phone home system online for some time after the official servers go down, support it with an occasional mech pack. and that could be deprecated by an encrypted inventory file, which would be emailed to everyone who played the game. you would register this with the private server and get everything you paid for.

Edited by LordNothing, 28 August 2016 - 03:02 AM.


#50 C E Dwyer

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Posted 28 August 2016 - 03:14 AM

Well assuming it lasts until HBS bring out their 3025, and the plug isn't pulled the week I buy a mech pack ;)

I will shrug and move on.

There won't be another MWO, and this game will just muddy the water even more to say who owns what, and make or do this, by adding another layer of Licences to beat, before a game can be produced.

My regret will be that HBS probably won't be developing any more mechs for their version, without PGI making the assets first, because of costs. This has been my main motivation for continued support of the game with hard cash, and why I'm a fanatic advocate of 3025 mechs.

The second would be the community, as with all things there are people I find utter idiots, there are people that are fun stoopid, there are people you like and others you don't but respect their views on things, most of these for better or worse are on the HBS forums so won't miss them that much but they won't be here.


As per O.P's thoughts on new versions such as a single players game, how many people here would actually support it with hard cash, after what frankly, this debacle, let alone another non Battletech/mechwarrior title produced by P.G.I.

Imagine what IGN, or PC Gamers comments box would be like if, and probably when, they try to launch a new title, I will be getting the king sized option on the popcorn for that one.

I'm not going to finish this post on a sour note, because I don't think its right, so I'm going to look at a few positives, what has buying into the founders programme done for me.

Its provided me with a game I've played longer than most others, I clearly like mechs more than ships and tanks or I'd have abandoned this for Wargamming.net, sometimes simple works. I certainly couldn't sit down to play a raid in everquest, because I have 45 minutes before I have to work.

It has revitalised my interest in a game I'd pretty much abandoned since MW3 a game I enjoyed because I could kick the bejesus out of the clans.

It's caused HBS battletech to be a thing, it wouldn't have happened without PGI, because the costs wouold have been that much higher making their own mech assets.

It's been the catalyst pun intended, to buy up and fill gaps in my source books on the franchise, and this month I bought the introductory Battletech box set.

So on the balance of things, while the game might be a big disappointment from when I became a founder, with such high hopes, on balance, PGI have given me more to be glad about, and I have Battletech to look forward to next year, because of this game being a thing.

#51 Stone Wall

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Posted 28 August 2016 - 03:42 AM

We thought Mech gaming was dead after Microsoft ended CDROM servers for the Gaming Zone. But I believe Microsoft will see all the money raised and will put out another game in the future.

#52 Stone Wall

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Posted 28 August 2016 - 03:49 AM

View PostBad Karma 989, on 28 August 2016 - 02:38 AM, said:

PGI is, at this current time, doing their very best to nerf out the skilled players and create an artificial limiter that will likely do a couple of things:

1) Drive more players away.
2) Make this thing so ponderous that no one cares really but the hardest of the hardcore that will train themselves to dominate and the newbs that, sadly for them, in a game with an already moderately steep learning curve, won't have a clue what they're in for. The mid-rangers will likely trickle out in ones and twos.

An example:

"Testing on the existing PTS has shown that players are utilizing Gauss Rifles as a way to supplement their volley damage and offset their Heat Penalties. This use-case disrupts the overall goals we are aiming to achieve with the implementation of Energy Draw. Changes to Gauss Rifles have therefore been made to help reinforce the tactical loop outlined in the original PTS announcement post.
Our goal is to have the base values of Gauss Rifle weaponry reward players who strive to learn and master the Energy Draw system through in-game actions, rather than raw Loadouts..."

Which means that they came across some players who'd figured a work-around on their "Nerf-fest '16" in regards the gauss cannons, "...disrupts the overall goals we are aiming to achieve...", and so they nerfed that again. Thus amping up the challenge even more. They're leaving no room for the people who just want to play. And besides...these are nuclear reactors driving these mechs. Fusion engines. Furthermore, a quick down-n-dirty check of the available canon indicates no-where (and I realize this is not, NOT, truly comparable to the TT version of the game, and cannot really be) any energy-consumption rules. I also realize I could have very easily missed something like that.

But basically it appears that PGI has pulled this "Energy Draw" concept completely out of their digital exhaust ports.
And there's only one reason.
The good players, the Tier Ones and the Uber-Teams (MS, 228, etc...) long ago enacted programs, individually or as teams,
to eke as much efficiency and performance out of a mech as was possible and make them ultimate killing machines (a.k.a. "meta"), regardless of alteration. PGI makes a quirk pass and reduces capability, they figure out how to work around it, drop some mechs, and pick up others in their place. Another quirk pass or physics pass and all of the sudden, the Quickdraw is "relevant" again.

But not now. Now PGI has come up with the ultimate nerf, and the good part, the only good part, is that everyone is equally affected.

And you know what, joke's on PGI, because the builders will just work around it again.

But in the mean time, it will alienate people, simply because it's blatantly obvious what PGI is trying to do. See, the pros don't worry about heat. Their mech builds are built hot or cool depending on a variety of factors and they know how to tremble their triggers.

But that new guy, the one that doesn't know what they're in for...they're gonna get tired of trying to come up with a build that doesn't put them in overload after every shot. And a lot of the lore-****** are going to be pissed when that prized mech build they had from TT won't work at all because of this new concept PGI developed.

There won't be an MWO once that license lapses. What is there will be a shadow of it's former potential. PGI has spent far too much time nerfing and boosting stats, chasing numbers, when they should have worked on game development, expansion, content. Instead we get quirk passes and energy draw nerfs. Physics changes...but no new content.

PGI has taken a franchise that had much promise and they've managed to destroy it.

Kiss this game goodbye, it's on its way from the Emergency Room to ICU and from there to the morgue.


A nerf to everyone isn't going to increase anyone's skills. Limiting huge Alphas will only hurt fresh players who think Alpha vomiting in an Assault is their best chance to win.

Don't worry about new people and builds. They can ask in game or in forums what to do or spectate their team or go to MetaMechs or click Smurphy Mechlab links. There are way more resources now than for past MechWarrior games.

#53 C E Dwyer

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Posted 28 August 2016 - 03:49 AM

View PostGyrok, on 27 August 2016 - 07:27 PM, said:


Seriously...with the amount of cash that a half assed project raised...a serious AAA developer would be crazy not to milk this cash cow.

Especially if you consider if the game was really good, some people here would have possibly spent double on it...

Well I think history has shown that developers won't touch this title with a barge pole, because it's niche, unless they are either a bad company with delusions of grandeur, or have some personal attachment to it like HBS

#54 zagibu

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Posted 28 August 2016 - 03:51 AM

If PGI allows player-hosted servers, what stops players from unlocking all mechs for everyone playing on their servers? Enabling player-controlled servers is not as easy as you think, and probably well beyond the capabilities of PGI.

That said, all the assets are already sitting on your disk. And not just those you've unlocked, all the assets, every mech in every variant, every last cockpit item and decal and warhorn etc.

#55 The Lurk

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Posted 28 August 2016 - 03:56 AM

View PostCathy, on 28 August 2016 - 03:14 AM, said:

Well assuming it lasts until HBS bring out their 3025, and the plug isn't pulled the week I buy a mech pack Posted Image

I will shrug and move on.

There won't be another MWO, and this game will just muddy the water even more to say who owns what, and make or do this, by adding another layer of Licences to beat, before a game can be produced.

My regret will be that HBS probably won't be developing any more mechs for their version, without PGI making the assets first, because of costs. This has been my main motivation for continued support of the game with hard cash, and why I'm a fanatic advocate of 3025 mechs.

The second would be the community, as with all things there are people I find utter idiots, there are people that are fun stoopid, there are people you like and others you don't but respect their views on things, most of these for better or worse are on the HBS forums so won't miss them that much but they won't be here.


As per O.P's thoughts on new versions such as a single players game, how many people here would actually support it with hard cash, after what frankly, this debacle, let alone another non Battletech/mechwarrior title produced by P.G.I.

Imagine what IGN, or PC Gamers comments box would be like if, and probably when, they try to launch a new title, I will be getting the king sized option on the popcorn for that one.

I'm not going to finish this post on a sour note, because I don't think its right, so I'm going to look at a few positives, what has buying into the founders programme done for me.

Its provided me with a game I've played longer than most others, I clearly like mechs more than ships and tanks or I'd have abandoned this for Wargamming.net, sometimes simple works. I certainly couldn't sit down to play a raid in everquest, because I have 45 minutes before I have to work.

It has revitalised my interest in a game I'd pretty much abandoned since MW3 a game I enjoyed because I could kick the bejesus out of the clans.

It's caused HBS battletech to be a thing, it wouldn't have happened without PGI, because the costs wouold have been that much higher making their own mech assets.

It's been the catalyst pun intended, to buy up and fill gaps in my source books on the franchise, and this month I bought the introductory Battletech box set.

So on the balance of things, while the game might be a big disappointment from when I became a founder, with such high hopes, on balance, PGI have given me more to be glad about, and I have Battletech to look forward to next year, because of this game being a thing.



I didn't realise what a can of worms I'd open up when I posted but it's sometimes easy to forget how passionate about the franchise people are.
I've been playing since MW2 but never had anything more then elementary knowledge of the board-game/RP until earlier this year - I too received my Intro edition earlier this month (anniversary edition, woot woot) and plan to play it with my wife. Electronically though....
The HBS option looks great for what it is but I can see a large amount of the fanbase struggle against the binds of a turn based game. Personally I'm indifferent but given the choice I'll always go for real time. Plus, having playing Shadowrun, I find it kinda feels like a missed oppurtunity. But at least they got in and had a go.

There is talk of Wardog studios and I'm sure their passion is as strong as anyones - but a quick look at their forum shows that any project will be a significant amount of time away if at all if the spam is any indication..

I've no previous experience with PGI in the past but returning to the game after a hiatus shows that nothing has changed except number of mechs and eye candy which doesn't bode well for the future. With quality real-time action titles like World of Warships, I fear MWO will die and take our sweat and hours of dedication with it. Hopefully someone from PGI will read this thread and start the steps toward a single player option (hopefully offline) that could potentially be profitable - even start a kickstarter.

But I ain't holding my breath.

#56 Yosharian

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Posted 28 August 2016 - 03:57 AM

In the olden days we'd have the ability to host our own servers

#57 Hunka Junk

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Posted 28 August 2016 - 04:18 AM

View PostLordNothing, on 28 August 2016 - 02:55 AM, said:


yea i can see pgi renting off servers to people who want to pay a subscription. this would allow user maps, mods, or a private servers (for units or private competitions). or perhaps by selling the server side software for the game to people interested in setting up their own servers. this way you can turn a profit while still giving players what they want.

there would still be phone home, so that players may only use paid assets they legitimately purchased. you would still have to play the official game to earn cbills or level things bought from pgi. this makes it so custom servers dont become the new buckets, players still have to come here to buy mech packs and level them. a user defined currency would let you buy 3rd party content by playing on that server. this might be earned or doled out in blocks to people supporting the host.

when pgi decides to close up shop for good, the phone home system can be patched out (it should be designed such that its easy to do) and all items would be freely available. then you just have to release the server side application. though you could probibly keep the phone home system online for some time after the official servers go down, support it with an occasional mech pack. and that could be deprecated by an encrypted inventory file, which would be emailed to everyone who played the game. you would register this with the private server and get everything you paid for.


The above makes 200% sense to me. I don't really see a reason to wait for a plug pulling.

Status quo v community-developed maps and mods?

That choice is easy.

#58 Khobai

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Posted 28 August 2016 - 04:24 AM

MWO is gonna be around for more than 2 years

#59 Anjian

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Posted 28 August 2016 - 04:25 AM

View PostKHETTI, on 27 August 2016 - 07:34 PM, said:

I just don't think the interest is there in such a niche product, otherwise the original reboot pitch would have gotten a bite as it was across multiple platforms and had greater potential for making money.



Even if this particular IP will die, the entire genre itself still has enormous potential. I recently discovered and playing this game. I find it quite a blast and fun, and it gives that retro feel of the mech games I love playing long ago.

But what it demands is to think outside of the (PC) box.

Running this out of my Android tablet.

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The numbers are staggering, and those number of downloads don't include those in the Apple IOS platform. In the App Store, its also rated at 4.5 out of 5.

6 vx 6 PvP matches, I find matches very quickly. The game has an active esports presence that includes Japanese, Korean, Russian, Malaysian, teams, indicating a very international presence. YouTube videos of it I often find in the high tens of thousands of views, easily bringing in numbers you would expect of YouTubers doing World of Tanks/Warships or War Thunder games.

Whoever made this, seems to have played Chromehounds, Earthsiege, Starsiege, MW2, 3 and 4, then tried to make a condensed version into a mobile platform.

Used to be called Walking War Robots, but when they introduced quad mechs, changed the name to just War Robots.

I think its possible that the Mechwarrior IP can be adapted to the mobile platform, but it would entail a considerable amount of streamlining.

Not recommended however, for those who dislike mobile in app payment systems.

#60 Davers

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Posted 28 August 2016 - 04:37 AM

View PostAnjian, on 28 August 2016 - 04:25 AM, said:



Even if this particular IP will die, the entire genre itself still has enormous potential. I recently discovered and playing this game. I find it quite a blast and fun, and it gives that retro feel of the mech games I love playing long ago.

But what it demands is to think outside of the (PC) box.

Running this out of my Android tablet.

Posted Image


Posted Image


Posted Image


The numbers are staggering, and those number of downloads don't include those in the Apple IOS platform. In the App Store, its also rated at 4.5 out of 5.

6 vx 6 PvP matches, I find matches very quickly. The game has an active esports presence that includes Japanese, Korean, Russian, Malaysian, teams, indicating a very international presence. YouTube videos of it I often find in the high tens of thousands of views, easily bringing in numbers you would expect of YouTubers doing World of Tanks/Warships or War Thunder games.

Whoever made this, seems to have played Chromehounds, Earthsiege, Starsiege, MW2, 3 and 4, then tried to make a condensed version into a mobile platform.

Used to be called Walking War Robots, but when they introduced quad mechs, changed the name to just War Robots.

I think its possible that the Mechwarrior IP can be adapted to the mobile platform, but it would entail a considerable amount of streamlining.

Not recommended however, for those who dislike mobile in app payment systems.

Wow. How did Bloodwolf and Johnny Z find the time to make 500k 5 star reviews?

:P





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