Ideas To Improve Immersion
#21
Posted 29 December 2016 - 01:22 PM
#22
Posted 29 December 2016 - 01:23 PM
SuperFunkTron, on 29 December 2016 - 01:05 PM, said:
I admit to having only played a dozen or so matches since 4.1 dropped (weekends only give me enough time and only if RL doesn't interfere) but what you describe is not what I have experienced. Thus my commentary.
I just don't foresee 4.1 going anywhere other than where Phase 3 ended up. Barren of population with folks posting threads wherein they are practically begging people to come play.
The core mechanics of 4.1 are exactly the same as phase 3 and being demonstrated by the one sided slaughter that we have all seen. That isn't going to change. We have the same inherent imbalances now that we have always had and which will inevitably lead us to the same place -just like with Phase 3: the population of potatoes and pugs, and mere poor players will eventually leave the mode and it will be right back where it was before. Empty of players. That, to me is not "steady" or "working". Maybe I'm wrong, Only time will tell.
Sorry to hijack your thread, it wasn't my intention. I just wanted to express why I think immersion or changes to the game that might enhance it are not likely to be on PGI's "to do list" regardless of a round table.
#23
Posted 29 December 2016 - 01:24 PM
#24
Posted 29 December 2016 - 01:27 PM
SuperFunkTron, on 29 December 2016 - 12:16 PM, said:
By immersion I mean features that will somehow add depth to the game.
An example is an idea that I strongly advocate; With factions having lost their identity in 4.1 (not a bad thing in terms of helping get more games going), I think making choice of faction more meaningful by implementing drop deck limitations based on the chosen faction. The idea is to have players choose at least half of their drop deck based on their faction's typical mechs (lore based), while allowing them to choose the remaining 2 as they please, but at a cost if they are choosing mechs not typical for their faction. The clearest example I can think of is as follows: A clan wolf player is making a deck. He chooses a Timberwolf, linebacker, and an Ice Ferret, all typical Wolf mechs. For his 4th mech, he wants to choose a Kodiak, which is essentially a Ghost Bear mech. Because this mech is atypical for wolf, both a limit to atypical mechs, as well as a c-bill cost to reduce the incentive for non-faction or rare mechs would be applied.
The goal of this is to add depth to the different personalities of each of the houses and clans by showing their personalities through their preferred mech options. Leaving 1 or 2 spots to choose mechs from the same tech (clan vs IS) despite not being common to that faction will allow for "more competent" mechs to be used, but at an expense.
I strongly believe that by starting to define each of the houses to a certain degree that a greater sense of "faction" will be felt in the game and would even go so far as to potentially start developing faction specific tactics based on the mechs they can expect to see. An added benefit to it is the fact that newer players could come in with some sort of guidance toward fight styles as well as what mechs are doing well for the faction they step into.
This idea could be implemented as broadly as typical and atypical chassis or as deep as particular variants typical to each faction. Of course there are plenty of mechs that were common across many or all factions, but those would be just as readily available.
The idea definitely needs some fleshing out and discussion, but I think that this would be a huge step forward where limitations would actually create a greater feeling of being in a divided and competitive universe than generic IS vs Clan struggle.
Forcing or even encouraging Liao players to buy Vindicators seems cruel.
#26
Posted 29 December 2016 - 01:46 PM
Faction Play immersion? Hard to do in a Multiplayer only game. (War-)Narrative in form of cutscenes/speeches or similar are hard to include here which is one of the things which would come to my mind.
The only idea which I'd have is something like developer-led campaigns, where particular phases of the war are re-enacted, ingame, by the community. This is bound to be alot of effort if you don't want to be cheap and live on recycled/old assets and maps. This would be a way to bring the lore into a mp game.
P.S.: I wouldn't mind a ingame glossary or overview about the current state of the BT-universe.
#27
Posted 29 December 2016 - 01:57 PM
*Make the dropship drop us higher
*Make the dropship a little bit bigger
*Change the hangar bay to something more detailed
*Add effects like JJ exhaust to dropping mechs so you can see other mechs drop too
#28
Posted 29 December 2016 - 02:52 PM
The mechs need to feel more massive, such as slower torso twists and arm swings, harder weapon recoil and impact ( an AC20 round should do more than just "thud" ), and harder cockpit movement and footfalls from increased speed. It is, after all, a walking weaponized tank the size of a building. Get rid of the pin-point accuracy too, even with the lasers. An alpha strike needs to have a spread larger than a single component. Continuous dakka spam should equal larger spread, and not just increased heat.
Lone wolves need to have an incentive to joining or starting a unit. Mechwarrior games were always more fun to play when hooked up with a team. Having a unit tag and rank adds to the "immersion" experience because the player feels more like a mechwarrior pilot instead of just another gamer.
That's my 2 cents anyway.
#29
Posted 29 December 2016 - 03:18 PM
#30
Posted 29 December 2016 - 03:28 PM
Clan Mech Heads Up Display (HUDs) should display clan mech names and IS mech HUDs should display IS mech names. Or later on as the timeline progresses and IS gets access to captured clan mechs, it should be select-able by the pilots.
Recoil should effect mechs on a gun caliber vs mech tonnage bases with maybe a wag wheather the gun is on a recoil absorbing mount or close to the mechs center of gravity.
Also firing a heavy recoil weapon off center (or flight path) while jumping should really destabilize the mech/landings. You know, more nods to the laws of physics all round.
Advance zoom should fully follow HUD's gun site view, not this ridiculous torso only view.
If game engine ever allows, add additional views to cockpit monitors, (rear view camera).
Mimi map displays should have ability to display grid overlays in various resolutions. (like real world fighting vehicles today and the BT lore's book narratives.
Terrain should sometimes be sticky due to mud, rubble, junked cars, tangled fallen trees, etc. These things should slow a mech down.
Edited by ShadowFire, 29 December 2016 - 03:28 PM.
#31
Posted 29 December 2016 - 03:29 PM
#33
Posted 29 December 2016 - 03:53 PM
Aerotech, because how do these mechs gt from planet to planet?
First person mechbay, because a cluttered inventory screen isn't very immersive.
Giant scary aliens, because space Sci-Fi's without them are ignoring the laws of Sci-Fi's.
NPC's, because this isn't one of the 100 cheap survival sims out there that cant seem to make NPC's.
#34
Posted 29 December 2016 - 03:57 PM
Davegt27, on 29 December 2016 - 03:45 PM, said:
I prefer Union dropships myself. Especially since we already have MW:O art of them.
Johnny Z, on 29 December 2016 - 03:53 PM, said:
Please no.
Edited by RestosIII, 29 December 2016 - 03:59 PM.
#35
Posted 29 December 2016 - 03:57 PM
Johnny Z, on 29 December 2016 - 03:53 PM, said:
...
Giant scary aliens, because space Sci-Fi's without them are ignoring the laws of Sci-Fi's.
Oh God. You've read Far Country, haven't you?
Quick, everyone block him, lest he spread the Tetatae infection! Don't actually block him.
#36
Posted 29 December 2016 - 03:59 PM
Bring it back.
#37
Posted 29 December 2016 - 04:01 PM
Bombast, on 29 December 2016 - 03:57 PM, said:
Oh God. You've read Far Country, haven't you?
Quick, everyone block him, lest he spread the Tetatae infection! Don't actually block him.
Thanks for quoting that because most have me blocked and don't see anything I put on here, even if it is brilliant.
Also, no I have not read that, I assume its a sci-fi book though?
Edited by Johnny Z, 29 December 2016 - 04:04 PM.
#38
Posted 29 December 2016 - 04:06 PM
I just passed 6 months in game now, and nothing is a bigger buzzkill than queuing up for quickplay and being forced to choose between Conquest and Escort. They simply aren't much fun in a PUG match where there is little communication or coordination. I certainly don't think everyone feels as I do, but there are plenty. The only drawback in allowing players to select their modes would be longer wait times if the player base is too small (which may be the case since Tier4/5 players are regularly facing Tier1s these days).
#39
Posted 29 December 2016 - 04:09 PM
Johnny Z, on 29 December 2016 - 04:01 PM, said:
It's the Battletech novel that simultaneously introduced intelligent aliens to Battletech, and assured that it would never show up again.
Edited by Bombast, 29 December 2016 - 04:11 PM.
#40
Posted 29 December 2016 - 04:10 PM
Bombast, on 29 December 2016 - 04:09 PM, said:
It's the Battletech novel that simultaneously introduced intelligent alien to Battletech, and assured that it would never show up again.
Peter L. Rice. Ruiner of everything good and fun.
Edit: Also, I decided to look at its Amazon page, and there are several copy-paste 5 star reviews on it. 10/10, would have fake reviews again.
Edited by RestosIII, 29 December 2016 - 04:13 PM.
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