

What if the devs idea of MMO really is massive?
#1
Posted 27 November 2011 - 07:43 PM
What if the first M in MMO is really Massive?
Suppose that individuals, lances and stars are the object of incredibly large battles?
How would this change the gameplay?
What if the only way to play the game is to be able to field 2+ stars? (other than individual trial or Solaris)
#2
Posted 27 November 2011 - 08:37 PM
Its being done in a F2P game as we speak, and I can only hope it happens for mechwarrior online as well.
#3
Posted 27 November 2011 - 09:32 PM
#4
Posted 27 November 2011 - 09:47 PM
#5
Posted 27 November 2011 - 09:48 PM
#6
Posted 27 November 2011 - 09:59 PM
Let's just throw out the initials of ISW.
Also I believe the larger the better. If we can get this world wide and have everyone playing together that would be great.
#7
Posted 27 November 2011 - 10:16 PM
#8
Posted 27 November 2011 - 11:49 PM

#9
Posted 27 November 2011 - 11:50 PM
The time required to keep and hold your land burned out pilots fast. The clan wars matchmaking setup is what lost my participation in WoT.
Other than that one flaw, it's a good system.
Edited by Raeven, 27 November 2011 - 11:51 PM.
#10
Posted 28 November 2011 - 12:06 AM

#11
Posted 28 November 2011 - 12:30 AM
Raeven, on 27 November 2011 - 11:50 PM, said:
The time required to keep and hold your land burned out pilots fast. The clan wars matchmaking setup is what lost my participation in WoT.
Other than that one flaw, it's a good system.
That could easily be solved by switching it to a faction-based system rather than having individual guilds holding certain pieces of land.
#12
Posted 28 November 2011 - 12:36 AM
Raeven, on 27 November 2011 - 11:50 PM, said:
The time required to keep and hold your land burned out pilots fast. The clan wars matchmaking setup is what lost my participation in WoT.
Other than that one flaw, it's a good system.
The only reason it's like that is because it was clan based. If a mercenary company wants to hold their own territory rather than a faction holding that territory, they'd have to work their ***** off to keep it, that wouldn't be a bad thing, it shouldn't be something everyone can do if they even allow it at all. Faction based is more than good enough.
#13
Posted 28 November 2011 - 05:36 AM
Raeven, on 27 November 2011 - 11:50 PM, said:
The time required to keep and hold your land burned out pilots fast. The clan wars matchmaking setup is what lost my participation in WoT.
Other than that one flaw, it's a good system.
Of course, the system isn't perfect, but the fact that something like it has been implemented means it can be done.
#14
Posted 28 November 2011 - 06:53 AM
I like the idea of having a larger time frame for battles to take place in (working shift work means there are days when its simply impossible to get on within such a narrow time frame and I know there many others with the same issue) and the total wins decides what happens. It would be great if they did allow Merc corps to own some territory though I agree they would have to work their butt off to hold it. Factions and Houses would obviously hold their territory much easier due to simply the larger number of players. It would also be cool if they allowed a House or Faction to "give" a small territory to a Merc company as a reward (similar to Wolf's Dragoon's receiving Outreach from Davion, I know thats kind of a special case but it would still be cool).
#15
Posted 28 November 2011 - 06:56 AM
Boneripper, on 28 November 2011 - 12:06 AM, said:

I'm just going to throw this out there... I don't see how this game is going to be PvP only, unless it's restricted to Solaris, or some other planet to fight over, maybe up to ten planets. I say that because even with over 30,000 people, and many more waiting in the wings, it seems very highly unlikely to me that people will be able to get on at the same time all the time. That means arranging battles is going to take a hat trick a good deal of the time, and so you may have organized Lances going at it a little here and there, but they won't be organized like PGI thinks they will, I don't think. That problem would be solved with bots. MW4 didn't do too bad on their bots, though Mektek did some obvious improvements and, I think, the tech and ability and baseline code is available now to make bots even more stout than before.
#16
Posted 28 November 2011 - 08:33 AM
Belrick, on 27 November 2011 - 08:37 PM, said:
Its being done in a F2P game as we speak, and I can only hope it happens for mechwarrior online as well.
You DON'T want it to be like World of Tanks. Clan Wars is the most poorly implemented part of what is a really good game. First off the battles aren't massive, Clan Wars is simply a strategic overlay for the regular battles (which in itself isn't a bad idea). Secondly, Clan Wars are the worst example of 'pay to win' (or at least pay to avoid the grind)....all the clan wars battles are comprised of the biggest, most expensive tanks...so if you are a casual gamer there is no way you are going to get to take part in them unless you want to lay down a cpl of hundred dollars to buy yourself a fat tank.
World War 2 Online actually has been doing truly massive battles for 10 years now...one seamless world, aircraft, tanks, infantry...skill based gaming, no 'pay to win' with basically half of France and Belgium to fight over. Mind you the graphics are damn outdated and the learning curve is somewhat ridonkolous but it's an indication of what a game could be.
Frankly what I'd like to see (and what's more implementable) is a strategic overlay ala Clan Wars, based upon planets/star systems but one that's open to all level of players...perhaps different battles could be restricted to certain levels of mechs..
#17
Posted 28 November 2011 - 08:45 AM
Galen Shannow, on 28 November 2011 - 08:33 AM, said:
You DON'T want it to be like World of Tanks. Clan Wars is the most poorly implemented part of what is a really good game. First off the battles aren't massive, Clan Wars is simply a strategic overlay for the regular battles (which in itself isn't a bad idea). Secondly, Clan Wars are the worst example of 'pay to win' (or at least pay to avoid the grind)....all the clan wars battles are comprised of the biggest, most expensive tanks...so if you are a casual gamer there is no way you are going to get to take part in them unless you want to lay down a cpl of hundred dollars to buy yourself a fat tank.
World War 2 Online actually has been doing truly massive battles for 10 years now...one seamless world, aircraft, tanks, infantry...skill based gaming, no 'pay to win' with basically half of France and Belgium to fight over. Mind you the graphics are damn outdated and the learning curve is somewhat ridonkolous but it's an indication of what a game could be.
Frankly what I'd like to see (and what's more implementable) is a strategic overlay ala Clan Wars, based upon planets/star systems but one that's open to all level of players...perhaps different battles could be restricted to certain levels of mechs..
I'm referring to the strategic nature and overlay map, not the actual mechanics, my apologies for the confusion.
WW2 online was great, and I played it for about a year, I guess we gotta remember though that it is subscription based. We can hate the companies all we want, but if we want the games to be good, they need to have a way to make money.
#18
Posted 28 November 2011 - 08:59 AM
#19
Posted 28 November 2011 - 09:02 AM
MWO might have two arenas, a free play one like WoT and then a clan/faction wars that's only open at certain times...(though personally I'd like some version that's open all the time, give me a POINT to winning games outside of more c-bills and bragging rights)...and definitely make it open to ALL tiers/mech levels etc.
There is going to have to be a matchmaker of some sort I bet, and a fair number of us are going to hate it at one time or another but I think it's the only doable way.
#20
Posted 28 November 2011 - 09:12 AM
1. Pub sub 'instanced' rounds - the bread and butter, giving new peeps exp and vet players something to complain about (heh)
2. PvP Match style play - Pretty much been a staple since what? MW2? Small team/individual tourneys for cash/glory
3. Conquest mode - map style conquest (hopefully this is where the game really shines) with all the trimmings we want (politics, persistent gameplay, strategery, etc....)
Offering all of these options with sufficient thought behind them, the players will come, offer a financially responsible way for us to contribute to the game without affecting the actual gameplay, and it will be very successful.
Sadly there are very few games that do this well, we'll see how they implement it here.
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