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Mech5Mercs On Consoles?

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#1 MinOtAur hUNtER

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Posted 05 December 2016 - 07:05 PM

So as you may know, Mechwarrior 5: Mercenaries was announced at Mech_Con 2016 in Vancouver, set to release in 2018

It also is now running on Unreal Engine 4, which now expands the compatibility to Mac users. And Console players...

I was curious if this game may be on consoles such as the Xbox One or PS4, Unreal engine supports all 4 platforms, and personally, PGI could profit immensely from having the game on every gaming system, and release on Steam.

I was wondering what the communities thoughts on this subject were. I have many friends that are console peasants and love giant stompy robots. AKA Mechwarrior

****************************************************************************************************************************************
NEXT OFF

Will this game have double heatsinks?????

I did a bit of lore research and battlemechs didn't start to use even experimental DHS until about 3030
This game is set in 3015, about 7 years before The Federated Suns began on experimental DHS

"By the early 31st century, double heat sink technology was on the verge of rediscovery. The Federated Suns had a double heat sink project in its prototype stages by 3022 with individual samples built into operative BattleMechs, and in 3030, towards the end of the Fourth Succession War, the Capellan Confederation already fielded their BJ-3 Blackjack variant[4], the first regular 'Mech design sporting double heat sinks in decades if not centuries" - http://www.sarna.net...ouble_Heat_Sink

Edited by MinOtAur hUNtER, 05 December 2016 - 07:10 PM.


#2 ComradeHavoc

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Posted 05 December 2016 - 07:06 PM

I mean why not, it's PGI. I mean...

#3 FupDup

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Posted 05 December 2016 - 07:07 PM

I don't think that console controllers have enough buttons to support all of the functions that the game will have. The game would have to be pretty significantly stripped down.

#4 RestosIII

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Posted 05 December 2016 - 07:08 PM

I'd rather it not be. I'd be scared of how much they'd have to dumb down the controls for a proper console launch, plus that's even more work that PGI would have to do for the porting job.

#5 Kasumi Sumika

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Posted 05 December 2016 - 07:11 PM

Posted Image


I once played PS1 MW2 and it's Ehhhhh.....!? My complaint are there's no customization you only have some preset variants and less buttons make it more clunky and less weapon grouping. Even it's for more new players but MW porting to console it's not good idea.

Edited by Kasumi Sumika, 05 December 2016 - 07:14 PM.


#6 a gaijin

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Posted 05 December 2016 - 07:11 PM

Consoles tend to cater to folks who don't like more than movement and shooting controls.

MechWarrior games might make consoler's brains hurt too much :P

#7 cazidin

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Posted 05 December 2016 - 07:48 PM

The PC master race would never allow you filthy console peasants to join us in our merry MechWarrior:V! Begone!

#8 SQW

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Posted 05 December 2016 - 07:58 PM

Have you played Mech Assault? That's the level of complexity in a console mech game.

#9 Namwons

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Posted 05 December 2016 - 08:00 PM

View PostMinOtAur hUNtER, on 05 December 2016 - 07:05 PM, said:

NEXT OFF Will this game have double heatsinks????? I did a bit of lore research and battlemechs didn't start to use even experimental DHS until about 3030 This game is set in 3015, about 7 years before The Federated Suns began on experimental DHS "By the early 31st century, double heat sink technology was on the verge of rediscovery. The Federated Suns had a double heat sink project in its prototype stages by 3022 with individual samples built into operative BattleMechs, and in 3030, towards the end of the Fourth Succession War, the Capellan Confederation already fielded their BJ-3 Blackjack variant[4], the first regular 'Mech design sporting double heat sinks in decades if not centuries" - http://www.sarna.net...ouble_Heat_Sink


Quote

[color=#333333]Set during the Third Succession War of 3015, MechWarrior 5 takes place much earlier in the timeline than what some fans may be used to. During the live demo, a character remarked that the Shadowhawk Bullock piloted was more than 500 years old, highlighting that, at this point in the timeline, mechs are relatively rare. But MechWarrior 5 won't stay stuck in 3015 either. The campaign will take place over the course of 34 years.
[/color]

[color=#333333]http://www.pcgamer.com/mechwarrior-5/source[/color]

#10 MauttyKoray

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Posted 05 December 2016 - 08:08 PM

View PostMinOtAur hUNtER, on 05 December 2016 - 07:05 PM, said:

So as you may know, Mechwarrior 5: Mercenaries was announced at Mech_Con 2016 in Vancouver, set to release in 2018

It also is now running on Unreal Engine 4, which now expands the compatibility to Mac users. And Console players...

I was curious if this game may be on consoles such as the Xbox One or PS4, Unreal engine supports all 4 platforms, and personally, PGI could profit immensely from having the game on every gaming system, and release on Steam.

I was wondering what the communities thoughts on this subject were. I have many friends that are console peasants and love giant stompy robots. AKA Mechwarrior

****************************************************************************************************************************************
NEXT OFF

Will this game have double heatsinks?????

I did a bit of lore research and battlemechs didn't start to use even experimental DHS until about 3030
This game is set in 3015, about 7 years before The Federated Suns began on experimental DHS

"By the early 31st century, double heat sink technology was on the verge of rediscovery. The Federated Suns had a double heat sink project in its prototype stages by 3022 with individual samples built into operative BattleMechs, and in 3030, towards the end of the Fourth Succession War, the Capellan Confederation already fielded their BJ-3 Blackjack variant[4], the first regular 'Mech design sporting double heat sinks in decades if not centuries" - http://www.sarna.net...ouble_Heat_Sink

Unless it doesn't involve dumbing down the PC version... and the PC version is always PUT FIRST, with the console versions being a port of the PC game and with its controls, UI, etc modified to accommodate them AFTER the fact:

Posted Image

As for your second question, if done correctly, you're right. DHS wouldn't be in MW5 if it follows the timeline for technology.

Edited by MauttyKoray, 05 December 2016 - 08:09 PM.


#11 JediPanther

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Posted 05 December 2016 - 08:42 PM

I wouldn't put too much faith on a demo video of mw 5. They had four years to add such things to this game with co-op with or without ai. The best thing from that video is that the engine is new-ish and has a lot of documentation which probably helps the coders a lot unlike the undead Frankenstein of a mess mwo runs on.

It really is in their best intrest to launch the game fully working and as bug free as possible on as many platforms they can. They screwed up the steam launch for mwo since a lot of us were expecting to have steam work shop and mod support. That is the main reason I buy games on steam for not just the vanilla game but for the near endless possibilities of what you can do with the game. Two prime examples: Skyrim and Fallout 4. Pgi would really have to be daft to screw up a launch on steam a second time with no workshop support but I half expect them to do exactly that.

#12 Snowbluff

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Posted 05 December 2016 - 10:37 PM

View PostFupDup, on 05 December 2016 - 07:07 PM, said:

I don't think that console controllers have enough buttons to support all of the functions that the game will have. The game would have to be pretty significantly stripped down.

The PS4 accepts clicks and swipes on the pad. A lot of the buttons would be extraneous for the basic controls as well. For example the D-pad, clicking the joysticks, the face buttons. 90% of mechwarrior gameplay can be done with the joysticks and then shoulder buttons for firing groups.

#13 Fiona Marshe

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Posted 06 December 2016 - 12:34 AM

PC and xbox only at most due to the IP owned by Microsoft.

XBox is possible if the are willing to get the devkit.

#14 The6thMessenger

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Posted 06 December 2016 - 03:21 AM

That'd be funny to watch, then again autoaim.

#15 MechWarrior2ATI3DRage

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Posted 11 April 2019 - 10:33 PM

Actually, that is a great idea, especially if they allow cross platform multiplayer. I am a regular player in the Overload community (different game type entirely) and play on PS4. The PC guys have an advantage only while the console players learn how to actually make the game controls work on a controller...eventually with practice I started beating PC players. It would be the same thing with MW5. A high learning curve due to the limitations of a controller...however, once mastered there are no limitations.

How to fit so many commands on a controller? Easy. Double
or triple map the controller. I do not understand why people always complain that you cant fit all the commands from a game like mechwarrior 2 on console controller. A great example of this is the console port of Operation Flashpoint (called Operation Flashpoint Elite on consoles, original xbox). That game actually had better graphics on console than PC (old times, PC's have come a long way since then, and Flashpoint now looks like crap compared to what is out today.) Basically the devs mapped every button on the controller plus more through combinations. Holding select for example could allow any number of buttons to serve a second purpose (just like holding ctrl or alt on a keyboard.) It works great, but only those console games that had a lot of work put into them feature this kind of complexity. I can name more simulators and strategy games on console that have controls that use a gamepad's buttons for multiple different functions, but that is for another post.
This is one reason I prefer a gamepad, the fact that all the functions can be condensed to a small controller where one just has to memorize multiple button combinations for various commands.

Mechwarrior 2 could have had a proper console port, but instead they opted for a cheap arcade remake. Every command in Mechwarrior 2 could have been mapped to a controller. A perfect example of how is the original Gunship for PS1. That was a port of a PC game and it had all the controls of the original. This game used a basic PS1 controller, which one might think is insane. with only a d-pad, 4 right hand buttons, select, start, and four shoulder buttons, the player was able to control all weapons systems, target forward, target backward, throttle (lift, and side to side, turning, pitch forward, backward), look left, look right, look up, look down, a complete suite of views including multiple outside views, target views, weapon views, a nav system, left and right hand monitor functions in the cockpit, salvo size for weapon deployment, engine on and engine off, emmergency landing techniques, radar modes, and more. The game also featured a full map display where you could plan your strategies, pinpoint nav points, issue order sets for wingmen, locate FOB's, determine possible enemy placements, and so on. It also featured a complete damage system like mechwarrior 2 in which individual flight components, electrical systems, weapons, and more could be damaged. This game was a simulator, and it was on consoles (we are talking a dos style game here though), dont expect breath taking graphics, this is PS1 folks). I never tried it but the game also supported a twin joystick which provided precision flight control (the dpad didnt allow for the greatest flight control but worked great nonetheless. The controls in this game were complete and easy to implement once mastered (took lots of memorization). It easily had as many commands as Mechwarrior 2 for PC (which is like my favorite game of all time).

So my point here is that yes, one can port PC games to consoles and provide the complete controls for the game on a gamepad (even more so on modern gamepads, the button combinations permitted now far outdo the old ps1 controller). I am a console player who enjoys complex sims, and consoles have them but sadly very few.

Edited by MW2DOS, 11 April 2019 - 10:39 PM.


#16 arcana75

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Posted 12 April 2019 - 06:06 AM

View PostFupDup, on 05 December 2016 - 07:07 PM, said:

I don't think that console controllers have enough buttons to support all of the functions that the game will have. The game would have to be pretty significantly stripped down.

That's what they said for games like War Thunder, World of Tanks, Fortnite, H1Z1, ARK, No Man's Sky, Skyrim, Diablo 3, etc etc etc yet they all made it to consoles. How most of them added enough buttons was to use triggers to act as button mode modifiers like holding down the shift or ctrl or alt key, and using option wheels.

#17 yrrot

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Posted 12 April 2019 - 07:08 AM

Launching on console isn't quite as simple as shipping the game to the xbox store. I'm not sure how much it has changed since I worked in the industry, but it costs money to submit games to Sony/MS to get approved for the console for each version/region to be released. And it does take some level of developer effort to port it, even with UE. I wouldn't expect PGI to take that on unless the PC launch is quite successful or if microsoft really wants it as an xbox exclusive (not sure what benefit they would offer to PGI for it there, other than maybe waiving some fees?).

I wouldn't be too concerned about controls. It doesn't take that many buttons to manage the core function of a mech (how many players only use 2-3 weapon groups?). Besides, Xbox supports keyboard and mouse for people that can't handle a controller. Heck, twin sticks give some advantages to aiming a mech on the move that you can't get with a mouse.

#18 Knight Captain Morgan

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Posted 12 April 2019 - 07:57 AM

In Wednesday’s AMA I thought Russ said a MW5 Xbox port is on their “would like to do” list post launch.

#19 Horseman

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Posted 12 April 2019 - 01:05 PM

View Postyrrot, on 12 April 2019 - 07:08 AM, said:

Heck, twin sticks give some advantages to aiming a mech on the move that you can't get with a mouse.

Let's call things by name... aim assist gives some advantages to aiming with twin sticks that you can't get when there's no aim assist on your platform.

#20 LordNothing

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Posted 12 April 2019 - 01:37 PM

i have a feeling we would have to add 3 more tiers below 5 just so that console people don't get stomped into oblivion.





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