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Pgi And How They Make Game-Modes - An Attempt On Contructive Criticism

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#1 Trashhead

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Posted 22 April 2017 - 05:26 PM

DISCLAIMER: This Post will contain the words "immersion" and "immersive".

So, the new Incursion Game-mode is here, and - what a surprise - it is being criticized by the community. *waves at Garfuncle and -> his related post here*
It has also been called to be broken, due to having Light-Rushable objectives (Faction-Warfare Veterans will remember this problem) -> thanks Snuggles Time for -> demonstrating this here.

My critic with this game-mode goes far beyond this point, however.
It will go far beyond this game-mode, as well.
But I will try to be constructive. (I can not promise that, though.)

tl,dr:
It seems to me as if PGI has looked at other games to see what kind of game-modes exist and are popular,
and then try to make them playable with their franchise (BattleFreakingMechs!)

What I think they should have done is:
Look at what kind of franchise they have (BattleFreakingMechs!)
and THEN find some game-modes that suit this franchise. Or make them up.

It seems PGI is only looking at popular games on the market,
instead of looking at the other Mechwarrior-Games and their missions... and the various Battle-Tech Novels.

If you, PGI, have done the later one, it is not very noticeable.
At least to me.
In any case, given PGIs track-record on creating interesting and immersive game-modes.... I will not pre-purchase MW5 - no matter WHAT goddies you will throw at us - unless I see something solid and entertaining.
tl;dr /end


ACCESSING THE SITUATION - SO YOU WANT TO BECOME A MECHWARRIOR? WHY?
We have "giant stompy robots" on the one hand,
and "things you can do with giants stompy robots" on the other hand.

Hence we have game-modes with different goals:

Symmetrical Goals:
Skirmish (aka Death-Match)
Assault (aka cap the enemies Base)
Conquest (aka cap 5 resource points and hold them)
Domination (aka King of the Hill)
Incursion (aka destroy the enemies Base)

Asymmetrical goals:
Escort (aka Escort the big stoopid Robit to his extraction-point / prevent just that)
Scouting (aka collect data randomly placed on the maps / prevent just that)
Siege (aka destroy the enemies Big Gun / prevent just that)
Counter Attack (aka destroy the enemies and their Mobile Field Base / prevent just that)

We also have two different Scenarios with different spawn-methodes:
- Quickplay (QP): singular Drop, no respawn, 15 minutes playtime
- Faction Warfare (FW) Dropdeck, spawn up to 4 times, 30 minutes playtime
FW also features a Galaxy-Map, that can be conquered by the two factions in game.

As of now, all modes can be played in FW and QP alike, with the exception of Siege, Counter-Attack and Scouting, which are FW-exclusive modes.

LETS PAUSE HERE FOR A MOMENT.
What game-modes, scenarios and respawn-types do OTHER games feature?
I can only speak of limited experience here.
I have played Counter-Strike (CS; waaay back, up until CS 1.6; I stopped before HalfLife 2 came out) and Call of Duty (CoD; MW1, 2 and 3, then stopped playing it; mostly played Domination and Death-Match).
(I have NOT played any Battlefield games, but am aware of their ticket-based respawn-system.)

I know it is not fair to compare First Person Shooters like CS and CoD with a "vehicular"-game such as MWO.
But since PGI seems to try to mimic several game-modes from CoD, I think it IS fair to compare.

Counter-Strike:
Scenario: Counter-terrorism units (CT) vs. Terrorist
Goals: asymmetrical
Respawn: none
Game-Lobby: no; after the map loaded you self-assigned to one of the teams
Time on map: a round lasts for about 3-4 minutes; play 1 map for a fixed amount of time (usually about 30 minutes) before another map will be used.
Gamemodes:
Counter-Strike (CTs have to rescue 4 hostages and bring them back to their spawn)
Defusion (Terrorists plant a bomb on one of two sites; CTs can defuse it once planted)
Extinct gamemodes due to lack of popularity:
Assassination (CTs have to escort one randomly chosen player to an extraction-point; that player has double the health, but can only use the standard-pistol.)
Escape (Terrorist have to escape to a certain location on the map; the spawn with only pistols and can not buy better weapons, unlike the CT's)
Map-Mode-relation: Maps where designed with a specific mode in mind; no mode-switching possible.

Call of Duty:
Scenario: basically "Western Military" vs. "Terrorists"
Goals: the most popular ones were symmetrical
Respawn: depends on the mode; in most cases "yes" and "infinitive".
Game-Lobby: yes; players will be auto-assigned.
Time on map: varies; mostly about 10 minutes, then another map in the same mode.
Gamemodes (I will focus on the two modes I a most familiar with; there are multiple others):
Death-Match (infinite respawn: kill enemies until a Kill-Limit has been reached; singular respawn: kill all enemies; in both cases on time-out team with most kills win)
Domination (capture 3 flags on the map and gain points for holding it; infinite respawn; team who reached 200 points wins / on time-out highest score wins)
Map-Mode-relation: all modes can be played on all maps

So in short:
Counter-Strike has custom maps for each mode, you had no respawn and each team had different, OPPOSING goals; pacing is all in all relative slow.
Call of Duty mixes all modes with all maps, you have infinite respawn and each team has the SAME goals; pacing is usually very quick and action-packed.

In hindsight I remember CS as to be much more immersive and thrilling then CoD, while CoD was much more action-packed.

NOW BACK TO MWO:
Here it seems as if PGI wants to implement symmetrical modes like in CoD (like Domination, which here is called Conquest and has 2 additional "flags") with the respawn-methode of CS (= no resapwn) on ONE hand (in Quickplay),
while on the other hand (in Faction Warefare) we have asymmetrical modes like in Counter-Strike mixed with the respawn-methode of CoD (respawn, although limited to 4).

The only exceptions here are:
Skirmish (Death-Match, symmetrical goals, no resapwn)
Scouting (Data-Extraction, asymmetrical goals, no respawn)
Escort (well, Escort, asymmetrical goals, no resawn)

To me it seems as if PGI has mixed the game-modes and respawn-methodes BACKWARDS to what CS and CoD do.
I.E., modes designed to have no respawn work less good with respawn (Siege),
and modes designed with respawn in mind work not as good with no respawn (Conquest).


Incursion is another good example:
Both teams have a base AND need to destroy the enemies base while protecting their own.
No Respawn.
If in the original Assault-game-mode only ONE team would have had a base, and the other team would have had to take it (out), I firmly believe it would have been more fun.
No cap-race, for instance.

Furthermore most Quick-Play game-modes look and feel.. kinda goofy.
Not... immersive. (there, I wrote it)
In fact, most Quick-Play game modes have so weird objectives, so weird setups, that the only environment they would be believable in... to me as a player.. as a MECHWARRIOR.. would be in an Arena.
So, to all the people that want Solaris VII (-> Solaris VII is famous for its BattleMech fights, which are operated there as a sport in the Solaris Games. ).. we already have it!

Faction Warfare also is not ideal.
The scenarios look right (taking out a giant gun / re-taking the base via killing the invaders), but the tactical flexibility that comes with the repawn is not always benefitial to the gameplay.
First of all it allows for quick-wins due to optimized dropdecks (Light-Rushing the generator and gun, game was over in less then 5 minutes; was not much fun and PGI had to remodel quite a lot to prevent it; while singular respawn would have prevented Light-rushing much better).

The Scout-Mode is fun, and the only point of critique I have is the lack of Immersion.
(Why store data in 20 random locations on the map where it can be stolen? What kind of sensors are that, what kind of data do they collect? Especially at the locations they are sitting at?
Would have been more fun to have like 4 installations on the map, random spawns, each with 5 targets inside that needed to be targeted/scanned once for spotting, then escape with at least 10 scans (no shared data, so the escaping mech needs to have made the scans personally -> forces the scouts to stick together and not split out).)

NOT TO THE CONSTRUCTIVE PART:

Incursion, what I was hoping for:

Spawning:
Attackers will be dropped of at one of two points.
Defenders have two bases, one is active and they spawn in it, the other is unimportant. Defenders spawn in Hangars with doors closed (they will open after the dropships are out of sight.
Posted Image
As spawn you can have only A OR B and 1 OR 2.
While the general locations of the spawns are known, one does not know where the enemy actually spawn.. Since the spawns are so far away from each other, you can not move your entire team to one of them without knowing the enemy is there -> fast mechs needed for scouting.
Note that one team will get either A or B, the other team will get 1 or 2 then - or vice versa.
For example, Attackers will be randomly assigned to get A, then Defenders will NOT get B... but eiterh 1 or 2.
This is to keep the distance between the spawns somewhat consistent.

NO RESPAWN!

Intelligence / Scouting:
NO RADAR-SWEEPS!
On that note: I have no idea where PGI had the idea with the energy cells; just to give the Scouts something to do?
They are SCOUTS!
SCOUTING is their role!
Giving us a Map-wide Radar-Sweep makes their actual role obsolete!
It was a bad idea for Faction Warfare, and should be abandoned, not re-used. IMO.

Intelligence is offline/has been destroyed by an air-raid, so the defenders had no way of seeing where the dropships landed.
(If that is not immersive enough, just spawn the attackers; they have walked to that point they spawn at from... beyond the map... something like that.)
Attackers now need to figure out which of the two installations is their target -> scouts ftw!
Defenders can choose to hide in the hangers til the last moment to make it harder for the enemy scouts to find the relevant base (if they walk around they can be spotted from farther away)
The scouts need to come very close to see if the turrets around the base deploy or not.
If the do, BINGO, its the base they want. If not, it's the other one.
The defenders can choose to send out scouts as well, but have to be cautious not to give away their base that way.

Win-Conditions and Payout:
The resulting battle will determine the winners in the following way:
Lets say there are 5 installations targeted for destruction.
Upon timeout: more then 50% of the targeted installations destroyed attackers win, else defenders win.
100% of the targeted installations destroyed: attackers win immediately.
Bonus: there is a 10% exp/cash-bonus for the final score related to each installation.
The more is destroyed, the more bonus the attackers get, the more is left intact, the more bonus the defenders get.
Example: on timeout, 3 of 5 installations are destroyed.
Each attacker gets 30% bonus exp/cash based on his personal score.
Each defender gets 20% bonus exp/cash based on his personal score.
Bonus for destroying stuff is not limited to the ones shooting at the targets; you want some people of your team to keep the defenders busy while someone else destroys the actual targets.

Possible problems and possible solutions:
Depending on who much time is available to the players, the game may revert to simple Skirmish until one team is destroyed (much like most game-modes currently do), resulting in the bonus going fully to only one team.
Since wiping the opposing team out takes time, it might be necessary to reduce the time available to the players.
Also: some of the key-targets could be placed outside of the base to encourage some movement.
The turrets outside of the base could contribute to the bonus exp/cash, though to lesser degree. If they count to the win-conditions itself, they should make up LESS then 50% of the targets that needs to be destroyed... so, killing ALL the turrets is still not enough to win.
But you will get a "you at least tried"-Bonus.
(There are certainly more flaws I did not think of right now. So, my proposal is certainly far from being perfect. However, I leave the question if my proposal is more interesting then the current Incursion-Mode up to you, fellow Mechwarriors.)

I think this could encourage a couple of things:
- Scouts need to ACTUALLY scout!
- Both teams have an actual objective to care for that is rewarding in itself!
- hence: no separate rewards needed to fulfill certain objectives!
- Immersive game-play! (... at least more immersive then picking up glowing cubes...)


WHILE WE ARE AT IT - CASUAL VS. PRO-GAMERS:

Why do we have two different Scenarios with different game-modes in the first place - Quickplay and Faction Warfare?

I am not that much of a competitive player, but did a bit back in my Counter-Strike days.
Had a couple of Clan wars, as they were called.
Did we had special game-modes or scenarios for Clan-Wars?
No.
We used the existing maps (and thus modes) provided by the game itself.
How did we define which team won?
We played the map for a fixed amount of time, say 20 minutes in total (the number of rounds played could vary, of cause).
One time as the CT's, and another 20 minutes as the terrorist.
The Clan with more won matches in total won the Clan War.

I do not understand why it was necessary to create separate new game modes for Faction Warfare.
Why not use the existing ones?
If the answer is "because they are not good enough for a competitive environment", doesn't that mean you were creating better game modes exclusively for the hard-core players?
As I just pointed out, in Counter-Strike both the Casuals and the Pro-Players played on the same maps/modes.
The Pro-Players were just better at it.

As for Drop-Decks: I understand how this helps with match-making.
But - at least for me - it does add nothing to the gameplay-experience.
The game did not become more tactical or thrilling due to it. Actually it feels less thrilling to me.
It just lasts longer.
Which is especially bad when you are part of a worse team, because it only prolongs the suffering, thus creating frustration.


Faction-Warfare, conquering the Inner Sphere:
I think this - conquering the Inner Sphere - should be the only difference between Casual and Pro-Players.
You can fight for planets according to your faction.
If you are in a Unit and are good enough, you might be able to even capture a planet for yourself (due to the planets being potentially less numerous then player-units, this should be limited to.. say, the top 5 units of each house/clan).
Each planet they have gives them a revenue in X MC, but cost X C-bills to keep up.
For each addition planet they own the upkeep-cost raise exponentially (i.e. if cost is 1 Million C-Bills per Day for the fist planet and the cost triple, the second planet cost 3 million C-Bills per day, the third cost 9, the forth costs 27, and so on, until a point is reached where a unit just can't keep up with the costs).
That way the number of planets each unit can own will be self-limiting at one point.
Numbers as suggested above can vary.
Could be tied into the numbers of members each unit has, too, for further balancing.
Given that each planet generates an MC-income for the unit, the numbers of planets ownable SHOULD be limited, anyway.



IN CONCLUSION:
Sorry for producing such a massive wall of text.
The entire way PGI produced game-modes, created an entirely new game around Faction-Warfare - instead of making actually interesting, challenging and immersive gamemodes and just tying them to the Inner-Sphere-Map for the Faction oriented Hardcore players to create Faction-Warfare - made me want to write something like this for at least a year.
Incursion was just the last stray to make me actually do it.


P.S.: Sorry for wasting your time, dear reader who has made it this far - I know you disagree with me and can't wait to pick my post apart with one simple, short, but smart reply. Feel free to do so.
And sorry @ PGI for wasting their time as well... I'll be back on my islands ASAP. o7

#2 MW Waldorf Statler

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Posted 22 April 2017 - 09:44 PM

PGI has very Poor experience with Gamemnechanics...

seeing Vip Modus ...a unarmed Atlas running from one dropship to another dropship !? why not imported the VIP in the Incursion Energycell modus, escorting and secure a unarmed Energycell transporter ?

and Incursion ...to many Targets , split it better in two modes and give the Jam,Radar Tower to the Assault modus...and the Modus with the Energy Cells, better seeing in HAWKEN ...two Stations with Cells, Two bases , and is on station in the Base full , starting a destroyable Dropship to bombard the enemy Base
and why not editing the maps for the Gamemodes ? make the Terrain for bases flatter, and deleted many Buildings and Traps for better Movement (the terrible Barriers by Incursion fore the base , more a trap for the own Team ,as the Reds)and not Build a Base with Walls in tourmaline in a very deep Couldron.

#3 Anjian

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Posted 22 April 2017 - 10:18 PM

For vehicular combat there are other games. The most notable ones.

Conventional Warfare:
World of Tanks
World of Warplanes
World of Warships
War Thunder (essentially two games rolled into one)

Space Ship
Fractured Space
Star Conflict
Dreadnought

On Mobile Only
World of Tanks Blitz
War Robots, formerly Walking War Robots

#4 Anjian

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Posted 22 April 2017 - 10:41 PM

The basic game mode structure of MWO resembles World of Tanks most of all:

Standard or Domination, single spawn. No need to explain these, call it the usual.

However, they are looking to introduce a new mode for high tier called Front Line mode. This basically has one main and two respawns, with a very large map, and you are looking to capture sections of that map. I kinda feel that this is in response to War Thunder and Armored Warfare's Global Operations.





Armored Warfare is also similar to World of Tanks in its basic PvP mode, which means something that is familiar with MWO players. Again, no respawn.

But they have introduced a new PvP mode called Global Operations that have respawns, part coop --- there are PvE bots that shoot back at you, and incorporate a very large map. There are three player selectable spawns, with infinite respawns.



War Thunder has many modes. You can play with no respawns (Simulation Battles), limited ticked respawns (Realistic Battles), limited preset or drop deck respawns (Arcade Battles), to infinite respawns (Custom Battles, or during Events or Public Server Testing). Their April event that featured modern tanks and helicopters, had infinite respawns. Got to say this is the most fun I have on any event this year.



Basically the most commonly played mode in War Thunder is the Arcade Battles, which uses a preset, or as you would call it in MWO, a drop deck. Your respawns are picked from this drop deck. With planes, you can drop as many as what's available on your preset, but on tanks, you are only limited to three. Sometimes there are backups on the vehicles, but on tanks that still limits you to three. With regards to the tank maps, the spawn points are player selectable.

Edited by Anjian, 22 April 2017 - 10:43 PM.


#5 Anjian

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Posted 22 April 2017 - 11:14 PM

Apple iOS/Google Android game War Robots has been tremendously successful with only one simple game mode, which is robustly constructed, and which is continually refined through statistical analytics.

What it has is something like Conquest-Domination, using a drop deck-preset respawn set from 3 to 5 robots, all played in a game set to a maximum time limit of 10 minutes. There are 5 beacons to capture on each map, two beacons are closest to each team's spawn location, leaving an open beacon in the center to contend with. There is a tendency for the center beacon to be openly exposed to snipers, mid and long range fire, while the areas to the side tend to be fought with close combat battle.

A lot of battles are fought along the sides, in the early to mid phase of the battle, and then from the mid phase to the last minutes, the battles tend to be fought towards the center. Unless of course, one team is so attritioned by deaths and quitters, the winning team would overrun them completely right at their spawn.

Like World of Tanks maps, the maps in War Robots tends to be symmetrical. Symmetricity in maps are something often debated and studied in game design.


Posted Image

Posted Image

Edited by Anjian, 22 April 2017 - 11:21 PM.


#6 Anjian

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Posted 22 April 2017 - 11:30 PM

Now let's talk about scale.

Vehicular wargames that involve large ships, such as naval or space combat, often deal with ranges up to 20 km and over, with engagement frequently in the 5 km to 15 km ranges. So what you basically have is compressed space and time when you are in these games. In other words, combat measured in a space of kilometers.

Tanks combat have a scale where combat happens from 0 meters to 1000 meters, and sometimes more than that, though over 1100 meters targets are hard to spot. Mech games have a similar scale to tank games.

Person shooters have a scale that is much smaller than pure tank-mech combat do. This is why its possible to segregate shooting games by scale, and one big difference between person shooters and vehicular shooters is scale. And then between vehicular shooters, the difference between tanks/planes/mechs/boats vs. capital ship combat in space or water.

#7 meteorol

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Posted 23 April 2017 - 01:44 AM

View PostTrashhead, on 22 April 2017 - 05:26 PM, said:


Hence we have game-modes with different goals:

Symmetrical Goals:
Skirmish (aka Death-Match)
Assault (aka Death-Match)
Conquest (aka Death-Match)
Domination (aka Death-Match)
Incursion (aka Death-Match)



Fixed that for you. Welcome to "but muh no respawn!"™.

#8 Khobai

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Posted 23 April 2017 - 02:25 AM

my two main issues with mwo gamemodes are 1) lack of immersion. the objectives feel very out of place and just dont make any sense, and 2) every gamemode devolves skirmish because there are no respawns. im not saying every gamemode should have respawns, but some of them obviously should like incursion.

Quote

- Scouts need to ACTUALLY scout!
- Both teams have an actual objective to care for that is rewarding in itself!
- hence: no separate rewards needed to fulfill certain objectives!
- Immersive game-play! (... at least more immersive then picking up glowing cubes...)


In order for scouting to matter I think they need to implement some kindve damage penalty for not having a target lock. How else can you make sensors matter? because mk1 eyeball can already see farther than sensors can detect so sensors dont really do anything particularly valuable.

And yeah lack of immersion is a big problem. Picking up glowing cubes is fine if it makes sense. But when they spawn in the middle of the map for no logical reason, thats not immersive. Why are there power pellet dispensers in the middle of nowhere? it makes no sense. conquest also makes no sense. domination makes no sense. skirmish is about the only gamemode where the objective makes sense, but of course every gamemode is basically skirmish anyway.

Edited by Khobai, 23 April 2017 - 02:45 AM.


#9 MW Waldorf Statler

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Posted 23 April 2017 - 03:46 AM

Immersion ? by PGi ...seeing of the Laser Sparrings by Cap/baseassault Posted Image in War thunder (and Closed Beta from MWO) only a Circle of the Ground...seeing the Vip Modus ..a unarmed Atlas run from one dropship to another dropship in 2 km Range ..thats stupid (why not a Train ?a vecicle Group from base to escort to the Spaceport? a Energycell Transporter from the factory to the waiting Dropship?)...PGI is more Asylum Game studio as Universal Studio

Edited by Old MW4 Ranger, 23 April 2017 - 03:48 AM.


#10 Vellron2005

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Posted 24 April 2017 - 01:42 AM

OP, you make some excellent points..

One of the biggest points I would like to make, and I think you would agree, is the simple error in base design..

MWO is not COD.

MWO was supposed to be designed about what mechs can do and what they are designed for.

The way MWO is right now is basically Solaris7 (as the OP stated).

This is the base problem..

In a setting as good as Battletech is, they could have made it sooo much better, with the players themselves driving what happens, what the economy is like, and what planets are disputed. (Think Eve:online but with mechs)

But if your biggest concern is kills and damage on a small map with classic modes like deathmatch (skirmish) and capture the flag (incursion), what you get is basically an arena shooter like Solaris 7..

This game has absolutely no sense of the galaxy-wide conflict, no sense of a war that's supposedly going on, and the biggest news is usually the next mech pack..

And the next mech is exactly like the one before it, has the same weapon capabilities, same defenses, and other than looking cool, brings nothing new to the battlefield..

#11 Savage Wolf

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Posted 24 April 2017 - 02:17 AM

Yes, PGI has looked too much as usual game modes from other games with no regards to how they would work in the battletech setting. So not only did they copy, paste (which isn't necesarily bad, if it works, don't fix it) but they don't even understand their own game enough to make them work.
So while they should indeed try to make modes based on how their system actually works, they need to actually learn this first. Modes like Siege are mostly their own creation and they still totally botched it for a long time.

But really, there is a bigger problem underneath all this: Battletech itself. All mechs are only made for dealing damage and bigger is supposed to be better. There is no inherent scouting mechanisms or synergy build into the world because it was an 80s tabletop game.
If we want more fulfilling gameplay we should not only look at improving gamemodes but also core gameplay. Lorists be damned but the core gameplay of battletech is not incredibly deep, just complicated.

#12 Savage Wolf

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Posted 24 April 2017 - 02:29 AM

Also I don't think you should look at it as Pro-player VS Casuals. I think the playerbase is more divided between Roleplayers (prefering immersive gameplay), Strategists (prefering objective based deep gameplay) and Warriors (Just wants mech on mech combat).
Right now the game only really satisfies the Warriors and to some extend the Roleplayers. Strategists however have had no luck. And probably the reason why Incursion is so hated is because none of these groups enjoys it.

#13 Bud Crue

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Posted 24 April 2017 - 03:46 AM

I may not agree with everything put forth in the OP but I will give a rousing "Hell Yeah!" in agreeing with the idea of PGI providing modes, maps and mechanics that suggest even a remote attempt toward a gaming experience that actually has something to do with the underlying IP of this franchise.

I recall reading somewhere that PGI pays $1.25 million for its access to the MW IP license to Microsoft. If you are going to pay that kind of cash to use and take advantage of some aspect of intellectual property, maybe you should use and take advantage of that intellectual property? Just a thought. If the skins were changed and the mech names different, one would not know that this game and its "content" has any resemblance to the MW or BT universe given the game play environments that we currently are "immersed" in.

Yes, I know PGI claims to know what's best for their game, but in the case of creating the "immersive experience" they once advertised I think they have proven that they aren't even aware of what that means. Now excuse me, for some reason my random conglomeration of mechwarriors from several various IS house and Clan factions have apparently built a horridly constructed base some distance away from the means to power that base, and oddly an enemy conglomerate of equally diverse mechwarriors has built an equally poorly constructed base an equal distance from those power sources. It's an amazing coincidence I know, and it does make one wonder why we didn't build our base ON the power cells? Or why we let the enemy build their base in the first place? And just who exactly are the god-like absentee creators of these indestructible and unlimited power sources and what's a fellow have to do the get these folks to build me a mech? Best not to think about such things. I'm busy being immersed.

#14 Unnatural Growth

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Posted 24 April 2017 - 04:00 AM

View PostBud Crue, on 24 April 2017 - 03:46 AM, said:

I may not agree with everything put forth in the OP but I will give a rousing "Hell Yeah!" in agreeing with the idea of PGI providing modes, maps and mechanics that suggest even a remote attempt toward a gaming experience that actually has something to do with the underlying IP of this franchise.

I recall reading somewhere that PGI pays $1.25 million for its access to the MW IP license to Microsoft. If you are going to pay that kind of cash to use and take advantage of some aspect of intellectual property, maybe you should use and take advantage of that intellectual property? Just a thought. If the skins were changed and the mech names different, one would not know that this game and its "content" has any resemblance to the MW or BT universe given the game play environments that we currently are "immersed" in.

Yes, I know PGI claims to know what's best for their game, but in the case of creating the "immersive experience" they once advertised I think they have proven that they aren't even aware of what that means. Now excuse me, for some reason my random conglomeration of mechwarriors from several various IS house and Clan factions have apparently built a horridly constructed base some distance away from the means to power that base, and oddly an enemy conglomerate of equally diverse mechwarriors has built an equally poorly constructed base an equal distance from those power sources. It's an amazing coincidence I know, and it does make one wonder why we didn't build our base ON the power cells? Or why we let the enemy build their base in the first place? And just who exactly are the god-like absentee creators of these indestructible and unlimited power sources and what's a fellow have to do the get these folks to build me a mech? Best not to think about such things. I'm busy being immersed.



Lol.

Point well made.

Just LOL at PGI.

#15 Nik Reaper

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Posted 24 April 2017 - 04:48 AM

View PostSavage Wolf, on 24 April 2017 - 02:17 AM, said:


But really, there is a bigger problem underneath all this: Battletech itself. All mechs are only made for dealing damage and bigger is supposed to be better. There is no inherent scouting mechanisms or synergy build into the world because it was an 80s tabletop game.
If we want more fulfilling gameplay we should not only look at improving gamemodes but also core gameplay. Lorists be damned but the core gameplay of battletech is not incredibly deep, just complicated.


At this point I would have to ask if you played any tabletop games?
There are a number of balancing mechanics and synergy for lighter mechs, ei. a light mech going at top speed is very hard to hit and armed with long range weapons can and will wither down assault mechs, more so if they aren't long range specialists , all the more due to 1/2 armor values of the original game (MWO is 2x armor and structure).

Second there is always a tonnage or BV restrictions to say that you can't move an army for every mission/objective you feel like, you have limitations and in all honesty almost every well built 2 lighter mechs are better than one big one.
Going from dice throwing strategy to an FPS just makes it so that the game mechanics do not translate, so all that is left is the setting and flavor, mby some overarching point but that's it, it should be "mechanically" treated as a separate entity.

Also I agree that game modes really need deep thematic redesign.

Edited by Nik Reaper, 24 April 2017 - 04:50 AM.


#16 Savage Wolf

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Posted 24 April 2017 - 05:07 AM

View PostNik Reaper, on 24 April 2017 - 04:48 AM, said:

At this point I would have to ask if you played any tabletop games?
There are a number of balancing mechanics and synergy for lighter mechs, ei. a light mech going at top speed is very hard to hit and armed with long range weapons can and will wither down assault mechs, more so if they aren't long range specialists , all the more due to 1/2 armor values of the original game (MWO is 2x armor and structure).

Second there is always a tonnage or BV restrictions to say that you can't move an army for every mission/objective you feel like, you have limitations and in all honesty almost every well built 2 lighter mechs are better than one big one.
Going from dice throwing strategy to an FPS just makes it so that the game mechanics do not translate, so all that is left is the setting and flavor, mby some overarching point but that's it, it should be "mechanically" treated as a separate entity.

I think we agree, because while you sound like you disagree with me, you basically come up with examples and points that support my view.
There was no need for a scout role in the table top because you could see the entire map anyway so they never implemented any intelligence gathering mechanic which was then carried over to MWO despite promises of the opposite. Except for ECM and BAP there is really nothing that relates to scouting and that is rarely very crucial nor done better by lights. So trying to build this pillar of game mechanics on the source material is fruitless. There is nothing to build from.

And the limitation of an army based on whatever metric also translates terribly to an online shooter where each player should be able to contribute equally given enough skill. But Battletech was inherently build around armies, not single mechs. So while a medium wasn't better than two lights, it was still overall better. But then we'd all pilot 100 tonners because why would I choose a worse mech. There is a reason why the assaults costs more c-bills.

View PostNik Reaper, on 24 April 2017 - 04:48 AM, said:


Also I agree that game modes really need deep thematic redesign.

Personally I'd be more interested in mechanical redesign.

#17 Nik Reaper

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Posted 24 April 2017 - 06:15 AM

Kinda, I'm saying that if we even want lights we ether need maps so big with objectives that lights can accomplish, about as big or bigger then alpine or polar where speed is a bigger factor then firepower, or make the respown system like the drop deck a larger factor with lower drop weight or even allow not using all the slots in favor or fewer large mechs instead of necessary 4.

The point about army's is probly the main one, uneasy limitations and a persisting campaign is the main point of the base game, many legacy systems are atrophied remains of it, like the mech builder rules, to facilitate easier balance MW4 rules could have been used and if the point of this game was to make it an arcade shooter I feel that system would have, with tweeks, served better.

If I had to envision this game and it needed to be closer to the source material I would go with creating the main mode of play be a campaign of 2~4 matches where a set fond was set at the beginning and damage persisted between matches but you could spend the starter fund to repair in the space of 30~40 sec between matches, game modes of matches would be varied, some about skirmish like some about maneuvering and at the end of the 3 match round you gain a set payout depending on win/loss, personal performance and a bonus if you have remaining starting funds not spent on repair. After this set of matches all mechs get a full free repair so you can start again with no losses.

The drop limit would be much more strict, but as you wouldn't need a full deck to launch you can go with 180 tons of pure assaults or 3 lights and a medium , what ever you knw will help you win and can afford to repair, as the starting fund will be a balancing mechanic. Also I would limit the match time of some game modes to 10 min to make the set of games shorter and more action packed.

I would still allow skirmish as a separate game mode to remain as it is a much faster and still popular game mode with a lesser time investment.
Also something about lobby's could be done where you persist in a lobby with the same people match after match if you want to or just leave the lobby before a game starts for no penalty, it's here where a better LFG could do some good where you could add a description of what you are looking for so that that campaign mode would be a more organized place with more small to medium groups , mby even limit group size to 4 for this mode. I guess looking at it this would be a replacement or a revamp for the CW and would have a MM and be much more profitable then skirmish but a larger time investment per set of games...

#18 Quicksilver Aberration

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Posted 24 April 2017 - 08:07 AM

View PostKhobai, on 23 April 2017 - 02:25 AM, said:

In order for scouting to matter I think they need to implement some kindve damage penalty for not having a target lock.

Scouting IS important, just not in PUG queue because most players don't have a good sense of how to react to enemy positions, hell even a good chunk of comp players don't (the difference between an exceptional team and a good one is the exceptional team can react without a DC micro managing crap).

#19 Deathlike

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Posted 24 April 2017 - 09:16 AM

View PostQuicksilver Kalasa, on 24 April 2017 - 08:07 AM, said:

Scouting IS important, just not in PUG queue because most players don't have a good sense of how to react to enemy positions, hell even a good chunk of comp players don't (the difference between an exceptional team and a good one is the exceptional team can react without a DC micro managing crap).


I don't like micromanging, but if the doritos are to the left, people technically should be moving left unless there's a special directive involved.

Managing PUG minds is a very special form of Lostech.

#20 C E Dwyer

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Posted 24 April 2017 - 10:58 AM

Of course Trench warfare, where two nations built trenches less than one hundred yards between them never happened, because that would be dumb to let them, right ?





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