Cathy, on 03 March 2018 - 06:14 AM, said:
Its a niche game with low population which is sad, because it deserves more popularity, but even with more popularity, I've touched on a few reasons above why it would be sabotaged by the people that play the game.
The Majority don't want a realistic game they want a game where they can put three ERPPC's on an E.C.M Kitfox and alpha them all day.
If you know a rich person that wants to dump $10-15-20 million into this project go for it, because if you have to come to the community for funding it will just be so dilated you'll get what we have here now.
I know this is a Hypothetical ask and I may well have broken the rules by giving real reasons for it's non existence, but it's a subject I think about myself from time to time, but i've never bothered to address it until now, because even at this level there are so many variations on the questions you've put forward.
The Majority don't want a realistic game they want a game where they can put three ERPPC's on an E.C.M Kitfox and alpha them all day.
If you know a rich person that wants to dump $10-15-20 million into this project go for it, because if you have to come to the community for funding it will just be so dilated you'll get what we have here now.
I know this is a Hypothetical ask and I may well have broken the rules by giving real reasons for it's non existence, but it's a subject I think about myself from time to time, but i've never bothered to address it until now, because even at this level there are so many variations on the questions you've put forward.
If most people don't want a realistic game, then the push for higher graphics, more customization on characters, and well... things like Star Citizen just wouldn't exist. The issue is that realistic and fun aren't the best bed fellows. Then there's budget. Any game needs make more than it spends or it isn't worth doing, anyone and everyone knows that. At its core, I believe that a game that focuses on the gameplay, the immersion, and most importantly the feel of what it is trying to do can be given some slack on not going for the top graphical fidelity.
Lets be honest, if you blow a chunk out of a building, do you need to be able to see at a glance the life story of whatever apartment you're staring into from the dirty couch to all the beer bottles on the floor or the body slumped over in the bath tub that's apparently been dead for days prior to your battle because he drowned?
No, not really. But that's what triple A titles keep pushing for. It isn't necessary but someone, somewhere, won't rest until you can actually see that one tiny scratch on the bullet that was put into a magazine, loaded into a chamber, and destined to be ejected prematurely due to a silly technique and ever since that one jam the character will wear on his necklace for over 20 years. Keep an eye out for that bullet if you ever play the MGS series.... Its in every game in some form or another.
Would Mechwarrior be less of a game if it looked like this,
but still had everything discussed in this hypothetical thread, including Battlefield-level environmental micro and macro destruction?
Of course, with that level of polygons in meshes in a more modern engine, you could fill that place with all kinds of detail... and if you keep the meshes relatively simple and low poly you could go so far as to fill a map much larger than DayZ, fill it with 100+ players, and have everything from player infantry to VTOL craft to periodic dropship delivery of mechs and easily run 60+ frames on everything, and still have it run good on ancient relics. It'd also shave millions off the budget, be much faster to develop, and leave a lot of processing ability for a truly and deeply complex game.
Right now MWO's trying so hard that there's no processing power for the game to handle its own host state rewind if something like "Move slowly through water" was added into the game... Like seriously?
Lets take a look at where that screenshot came from. A 2001 game called Multiplayer Battletech: 3025. What was its big goal? Inner Sphere combat, with an MMOG style server where players picked a side, picked a planet accessible to them and fought for it. After EA got involved (in other words after there was money behind it) and after the combat got upgraded, they went and upgraded the conquest side of things... and that's where it gets really good. I bring you, quoted from memory, a story from a conversation in which some of the players from my group regaled unto us the tale of one epic week in MP BT 3025's beta.
"So you could take planets, but you had to have supply lines. Gotta get repairs. Need to have ammo. But you're not working for yourself. You have the whole faction behind you. Sometimes they work together, sometimes **** knows what anyone's doing, right? But you can't just pick any planet, sure you pick where you started from but you gotta travel from place to place. One night me and the guys get together on the same planet, took us about a day to do it, and we decide to just gun it. We spent 8 hours taking planet after planet after planet after planet in a B-line for the Davion home base, their capital planet whatever it was called. So we do it. Not a whole lot of resistance, defenses are just scattered about of course and those that stood in our way weren't well supplied against our Steiner Scout Lance. Half of it was spent setting up our supply line, resupplying, etc.
So the next day we get together and we go at it again making another 4 or 5 planets. I get ready to start winding our supply line in tow when somebody said "Screw it, we can do this." Another day or so, the Davions realized what was going on and you could see their forces starting to converge a few planets ahead of us so our progress slowed down a bit. Thereabouts the rest of the Steiners figured out what we were doing and other players started traveling our way to set up a supply line. But by then we had made so much headway that trying to connect supplies from place to place.. it just wasn't easy. So there we were, all hell piling up 4 planets ahead of us and supply lines coming to support us about 12 planets back, ammo's all but gone and materials just about spent, we dedicated that night to getting what we could fixed up in the hopes that supply lines could catch up. Next day, some 6 planets back for supplies and all hell at our door step we came back to a slew of match after match of cheap mechs thrown at us in waves of four as that's all you could do in this game.. it was like late 90s early 2000s for christ-sakes. But there ended our march on Davion, nearly 5 days and so many planets conquered. Our guys and theirs clashed after we got wasted, but then the game was just gone."
So. From that.. We already had a CW mode. With R&R, resupplies, etc. Admittedly it didn't have a quickplay mode, the only mode was fighting for planets. There were 6 or 7 factions. Assault mechs were economically not sound, but when in the field they were apparently awesome. I have no idea how much customization was allowed. The wiki states it used a LOT more BT rules than the Mechwarrior series ever has.
But consider this: Despite not having top graphics, not even for the time, it had many of the gameplay elements BT/MW fans looked for. Fun, challenging, immersive, and yes for some reason quite unforgiving. And it was gameplay that was so good it sparked Player A to tell Player B,C, D, etc. about it 14 years after the game disappeared. It obviously left an impression. Have you ever had a match in MWO that you'd tell as a story to someone 14 years after MWO no longer exists?
I believe that if game is really well made.. it won't really matter if it runs on the most amazing photo-realistic graphics... or if the whole thing runs on pixel art... so long as you can identify what you're looking at. (Couldn't get into ASCII art games... if I can't identify what I'm seeing without having to look at a map legend on another screen....yeah. Gotta at least be able to tell what I'm looking at.)
As far as realistic games and preferring to fire 3 ER PPCs all day long.. No doubt if someone can do it, most will want to do it until they get bored of it, just like Chun Li's kick in Street Fighter II; there's so many things to do but that's the easiest way to boost your stats.
So why do people fund a game like Star Citizen with 1,991,316 players having shelled out $179,573,225 (having just checked right now; that's roughly 90 dollars per player) where your character can run out of breath and lose consciousness from running for too long when they could just play while complaining that the 60 dollar price tag is too high? (Do yourself a favor and mute the guy in the CoD video...)
I can certainly say they're not buying into just an aspect of it. Multi-crew ships. Plenty of games do that, they tend to bomb. Co-op adventures. Tend to be nice but burn out quick. Space combat... that's bound to get the same as pretty much anything else. Boarding someone's ship after disabling them? Okay maybe. I know when I realized that could happen I got excited. Damage repair -- sounds boring until you really combine it with a bunch of other things. Decking back in a fire fight to cauterize a wound before you bleed out as you make your last stand because you refuse to give up your ship? Done something like that in DayZ, made for good stories but something usually ruined it. Strapping bombs onto repair drones and pretending you're going to repair that pirate that harassed and disabled you for not giving up your services for free? Getting revenge after someone backstabs you on a deal? See as we expand on this what we're focusing on isn't just about some gameplay elements but an experience.
At that point it isn't about just some game but something truly memorable. If that can be captured and harnessed, minor flaws tend to be overlooked as long as that is delivered.
Where MWO has failed collossally is on delivery...as it has yet to deliver a single complete feature from its original list. ARK is another game that tries so many things but hasn't actually delivered anything complete...yet already they talk about a sequel game without having completed the current one, pumping out DLC without finishing what they had or fixing many of the long standing bugs.
Sometimes with the tools, players can deliver the experience themselves. However, ideally the game should put in the effort first.
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On counter play... actually I've been quite surprised about how much counter play is in Battletech... but until you're at level 3-and-up rules you pretty much won't see jack for it. But double blind, in early and later renditions, provide quite a bit of it when you have larger maps going with combined arms. Is it practical on the board game? No, which is why you won't see much of it. But toy with all the advanced stuff and larger battles on Megamek... and before long you have satelites helping you coordinate attacks until the other side starts trying to hack it or sends air forces to try and destroy it. Got infantry deploying recon sensors from a couple of APCs that the Scorpion you've got sporting a Mech Mortar/8 targeting data loaded into its 1 ton of comms equipment (supplementing the base cockpit which makes for the "2 tons" required have this interaction) to help you locate and bombard targets to support your pair of blackjacks, infantry units and light tanks from land mines and ambushes. They had a series of stealth units and dogs to help them find my recon sensors so shortly after a dog appeared by one it'd be disabled by an undetected form of stealth infantry. Beyond their dogs, Kurita had aircraft providing recon runs and soon I set about using my Blackjacks as largely ineffective anti-air until I could get a delivery of an AA vehicle. That delivery was shot out of the sky, however by their own AA. So plenty of counter play right there. That's not even going into mech-level stealth, counter stealth, etc. of double blind.
But even at the most basic level, you have scouts with TAG marking targets for airstrikes, and you can counter that by killing or engaging those scouts so that they are too busy. Deal with infantry spotters to hinder long range mechs and tanks or in the case of C3 usage, take out the C3 master to make the C3 slaves useless or just damage the equipment. They in turn could counter that counter by trying to tie those C3 slaves to new C3 master... but now there's not enough masters for the slaves and then comes a whole new issue.
In one scenario I had police forces trying to find some insurgents when a heist takes place. Said heist had a mech taser that they strapped to the back of a large truck and disabled the responding Nin Kei (a custom police mech). By coincidence that completely random heist made a collision with another vehicle that happened to be driven by one of the insurgents we were looking for, but this wasn't realized until the bomb went off while trying to extract him for medical attention. The squad of 3 officers were instantly killed in action. My Celico Ranger was unscathed. All but one of the heistmen had died and the remaining one was taken into custody. This was in Battletech/Megamek. The third party (the bank robbers) had a counter for a mech which helped them deal with a threat, which they themselves did not have mechs. Neither did the insurgents. But the insurgents had bombs and other means to cause terror and to retaliate against the police as well as being hidden among dozens and dozens of identically named units (nearly 100) while as the police I had methods to try and find them within a limited time frame.
There's no reason a Battletech sim can't tap into the many forms of counter play Battletech's advanced rules could offer...even if many players have never gone so deep into the game to even know of their existence. I mean I just discovered last week that Battletech had torpedo carrying orcas and that the dinosaurs have autocannon-hauling models... AC-totting freaking dinosaurs and Shamu carrying anti-ship torpedos!