I really hope some old player remember how BT3025 worked at the time, and maybe help me explain the mechanics behind that.
As far as i recall, there were no Quick play, every game counts for changing the map and conquer territories.
Map changes in real time and you can see how war goes from the website too!
I don't recall it very well, but i remember it was reward based (cbills-daily) depending on the number of planets your faction holds.
Everyone can jump in and help; planet importance (from small to big) decide the tonnage limit and the class you can use (from lights and med, up to heavies and assults).
Two major things worked perfectly:
1) Every planet counts at the end of the day, because everyone in the owning faction get rewards. So everyone wants to help and contribute (planets were instanced, first faction who wins an amount of matches get the planet)
2) Everyone could help based on their chances: small planets give small rewards, but you can fight only with meds and lights. Wanna play heavies? Go medium planets. Wanna play assault too? Big planets are there.
I remember map changes dinamically everyday. And anyone want's to play a part, even a small one.
A system that have similarities with Heores and Generals dinamic map.
TL;DR:
We are not so many, many are fans, and the map is huge.
I would really like Quick launch gone, and FW something everyone can feel involved into. Units would have a role due to their coordination and numbers, pugs could see they have a reason to play in the big picture.


Anyone Recall How Fw Worked Great In Bt 3025 From Ea?
Started by Ziogualty, Oct 27 2016 02:54 AM
8 replies to this topic
#1
Posted 27 October 2016 - 02:54 AM
#2
Posted 27 October 2016 - 11:38 AM
MPBT:3025 was a leaked link that EA decided to leave open because they had already stopped development and were about to pull the plug. They never did get the economy or the command shell in. Had they done those things they would have had a huge success.
There were only 5 factions. No mercs, no clans, everyone had to join one of the great Houses, which meant each House had a population, and sign-up bonuses were based on those numbers.
IMO, where MWO went wrong is not rewarding loyalty at an enticing enough rate to draw more into permanent contracts. Quite the opposite really, rewards encouraged faction hopping. Without loyalty to a faction, the dots on the planetary map have no real meaning other than to have a unit's tag over a planet.
Why isn't (insert faction here) defending? Because the dots don't mean anything.
There were only 5 factions. No mercs, no clans, everyone had to join one of the great Houses, which meant each House had a population, and sign-up bonuses were based on those numbers.
IMO, where MWO went wrong is not rewarding loyalty at an enticing enough rate to draw more into permanent contracts. Quite the opposite really, rewards encouraged faction hopping. Without loyalty to a faction, the dots on the planetary map have no real meaning other than to have a unit's tag over a planet.
Why isn't (insert faction here) defending? Because the dots don't mean anything.
#3
Posted 27 October 2016 - 05:52 PM
There was FW/CW before that in the early 1990s in Multiplayer Battletech EGA (based off the MW1 engine by Kesmai on GEnie). How they were able to have a version of CW going with a map of the IS decades before PGI's inability to do so for years is mindboggling and disappointing, to say the least:

The game was like $6-$18/hr though...and that was in 1994 dollars!
The game was like $6-$18/hr though...and that was in 1994 dollars!
#4
Posted 30 October 2016 - 08:59 PM
Lyoto Machida, on 27 October 2016 - 05:52 PM, said:
There was FW/CW before that in the early 1990s in Multiplayer Battletech EGA (based off the MW1 engine by Kesmai on GEnie). How they were able to have a version of CW going with a map of the IS decades before PGI's inability to do so for years is mindboggling and disappointing, to say the least:

The game was like $6-$18/hr though...and that was in 1994 dollars!
The game was like $6-$18/hr though...and that was in 1994 dollars!
The amount of money I spent playing that game, but I guess it's all lost tech now

#5
Posted 30 October 2016 - 11:42 PM
EA did not make BT 3025 it was made by Kesmai they were bought by EA while it was in development then EA killed it like they do everything.
I can't remember a lot now but Attank seems very close. I seem to remember there were also costs to players/teams something along the lines of repair and rearm. Also dropship costs and travel.
I can't remember a lot now but Attank seems very close. I seem to remember there were also costs to players/teams something along the lines of repair and rearm. Also dropship costs and travel.
#6
Posted 31 October 2016 - 11:19 AM
EA MPBT 3025 beta only had the planetary capture feature before EA killed off 99% of the out of house projects..no, talking about EA would mean losing track of the thread intent.
EA MPBT 3025 combat engine appeared to basically have been a clone of the MW4 engine without the mech lab. Players started off in lights and had to earn their way up the weight class. It was still 4vs4. At the time the Succession War map was the initial setup, with many other facets being worked on, nor it did not have actual planets but sectors (for Draconis Combine, prefectures). Each sector had its own chatroom for that House so people were able to organize and then ready up for drops. I do not remember the time limit for ghost drops but it was rather short.
EA 3025 combat engine itself was still rough, definitely beta as you would die from the loss of one leg, where as in GEnie EGA MPBT 3025/MPBT Solaris, the loss of one or both legs did not mean death, as you had full alternate views, not PIP (side/up/down) to fire any arm-mounted weapons within a limited range. GEnie also had arm-prop, prop up on one arm to fire arm/torso mounted weapons forward.
EA MPBT 3025 had a lot of work to do on it before it got where it needed to be, but EA due to its previous behavior and needing to change things up, closed up shop on lots of programs, stripping components/personnel it wanted.
https://www.engadget...-kesmai-legacy/
EA MPBT 3025 combat engine appeared to basically have been a clone of the MW4 engine without the mech lab. Players started off in lights and had to earn their way up the weight class. It was still 4vs4. At the time the Succession War map was the initial setup, with many other facets being worked on, nor it did not have actual planets but sectors (for Draconis Combine, prefectures). Each sector had its own chatroom for that House so people were able to organize and then ready up for drops. I do not remember the time limit for ghost drops but it was rather short.
EA 3025 combat engine itself was still rough, definitely beta as you would die from the loss of one leg, where as in GEnie EGA MPBT 3025/MPBT Solaris, the loss of one or both legs did not mean death, as you had full alternate views, not PIP (side/up/down) to fire any arm-mounted weapons within a limited range. GEnie also had arm-prop, prop up on one arm to fire arm/torso mounted weapons forward.
EA MPBT 3025 had a lot of work to do on it before it got where it needed to be, but EA due to its previous behavior and needing to change things up, closed up shop on lots of programs, stripping components/personnel it wanted.
https://www.engadget...-kesmai-legacy/
Edited by Tarl Cabot, 31 October 2016 - 11:45 AM.
#7
Posted 31 October 2016 - 01:26 PM
Wild Hog, on 27 October 2016 - 11:38 AM, said:
MPBT:3025 was a leaked link that EA decided to leave open because they had already stopped development and were about to pull the plug. They never did get the economy or the command shell in. Had they done those things they would have had a huge success.
There were only 5 factions. No mercs, no clans, everyone had to join one of the great Houses, which meant each House had a population, and sign-up bonuses were based on those numbers.
IMO, where MWO went wrong is not rewarding loyalty at an enticing enough rate to draw more into permanent contracts. Quite the opposite really, rewards encouraged faction hopping. Without loyalty to a faction, the dots on the planetary map have no real meaning other than to have a unit's tag over a planet.
Why isn't (insert faction here) defending? Because the dots don't mean anything.
There were only 5 factions. No mercs, no clans, everyone had to join one of the great Houses, which meant each House had a population, and sign-up bonuses were based on those numbers.
IMO, where MWO went wrong is not rewarding loyalty at an enticing enough rate to draw more into permanent contracts. Quite the opposite really, rewards encouraged faction hopping. Without loyalty to a faction, the dots on the planetary map have no real meaning other than to have a unit's tag over a planet.
Why isn't (insert faction here) defending? Because the dots don't mean anything.
I've been saying and harping on this for a long time. Factions and the loretards love of factions == immersion. No loretards, no caring of factions == no immersion. Ergo Everyone watched the mega units faction hop and earn all the rewards. So smart groups did the same thing. Loretards whom we need (and 1/3 of my group falls into this category) were late to the game for getting the EZ rewards.
If you have a game named faction play ... um you might want to have some factions uh play. Otherwise just call it Merc Play as all the "Its mwomercs.com guys love to point out".
#8
Posted 31 October 2016 - 02:42 PM
What?!! This game is based on Battletech?!! Huh why does my mech not slow down from too much heat? Why doesn't my ammo cook off for getting my heat too high? Why does my targeting not get messed up from the heat? Why in quick match am I paired with a Davion as a Kurita fighting other Kurita and Davion. etc... I get it it's a FPS but to say this is Battletech nah I don't buy it. It may have all the mechs and the factions but it's far from Lore and the game it came from.
#9
Posted 31 October 2016 - 02:52 PM
Crockdaddy, on 31 October 2016 - 01:26 PM, said:
I've been saying and harping on this for a long time. Factions and the loretards love of factions == immersion. No loretards, no caring of factions == no immersion. Ergo Everyone watched the mega units faction hop and earn all the rewards. So smart groups did the same thing. Loretards whom we need (and 1/3 of my group falls into this category) were late to the game for getting the EZ rewards.
If you have a game named faction play ... um you might want to have some factions uh play. Otherwise just call it Merc Play as all the "Its mwomercs.com guys love to point out".
Just wait for Mechcon and then wait more and then more and maybe

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