

Battle-Star-Citizen-Tech...a Dream
#1
Posted 02 June 2017 - 08:08 AM
How would you like your Battletech universe to be reflected?
To me I would start it like this:
Create Tukayyid, the entire planet and recreate the battle for it.
The player would be joining be starting as a Comstar Acolyte, beeing part of the defance force of ComStar.
Through a small campaign you would learn how to fight on foot, vehicles and naturaly mechs.
Its a mix of a tutorial and getting people up to speed with the lore.
At the end of the campaign you would have to face the choice of keeping fighting for ComStar or become a bondsman for one of the clans fighting on Tukayyid.
From there the story opens up.
When you decided to stay with ComStar you can either stay with them, join one of the greate houses armies or become a merc.
Depending on the choise you would be able to participate in different battles all over the IS for your house or merc unit.
Clan bondsman would have to work their way up the ranks inside the clan.
In both cases there would be campaigns created by the devs that involve planets to be taken. These planets would be persistant battlefields with strategical importend places that need to be captured to controle the planet.
While there would be quite some work to be done at the beginning to get at least one battlefield for each faction (Clan and IS) done the universe could then slowly be excpanded more and more over the years.
As the universe expands with each planet new jobs beside Fighters (Mech, Infantry, Tankdriver...) could be added. Maybe someone has enough of fighting and wants to become a trader, owing their own spaceship, starting with a small dropship.
Question is how far one would go to flash out the game.
I am quite certain that the BT universe offers enough potential to have everything from small battles to big forces clashing, trade to criminal organisations and a complex political landscape.
Still I don't know if everything should be included.
Whats your ideal, what would you like to see if there wouldn't be tech/money/tallent to stop development.
Would you prefere a more simple experiance like "just make MWO look better and maybe flash out some battles" or would you go all nuts?
#2
Posted 02 June 2017 - 08:15 AM
So no, that's not appealing to me, and sounds like if attempted, it would be an even more convoluted mess than we have at present. I like the skill tree, mind you and feel like the general q.a. has improved....somewhat.
One doppelganger of a pipe dream that is MWO is plenty, thank you.
#3
Posted 02 June 2017 - 08:33 AM
#4
Posted 02 June 2017 - 10:56 AM
But for now, lets see what improvements can be made in the short term. I imagine the Devs have a lot on their collective plate at the moment, so lets not try to over burden them. A nice step in the right direction might be better servers to handle larger maps and more players on the battle field, 16 vs 16 on maps twice the current size.
A Bake Sale For Servers and Maps!!!
https://mwomercs.com...ey-for-servers/
Edited by Katastrophe Kid, 02 June 2017 - 11:02 AM.
#5
Posted 02 June 2017 - 12:01 PM
I think lots of the performance problems come from the way mechs are "build" for the game. I might be mixing things up here but since StarCitizen and MWO startet out with the same basic engine they might also have encountered the same problems.
From what I remeber about the development of SC and MWO I think I recall a mentioning of PGI that Mechs are basicly build out of different blocks that are then attached together to form a complete mech.
That somehow impacts performance as the basic cryengine can't handle this very well. SC also ancountered that kind of problem with Multiperson ships in a way.
Their solution was to completly rewrite the code that handels this kind of tasks, MWO went the way of a workaround.
That is it as far as I can recall it, again might mix it up a bit.
Still from following the SC development and their quite detailed explanations (btw I wish PGI would be at least half that open to us) there seams to be a lot of common problems with MWO (multipart figures, mapsizes, performance issues, server performance just come to my mind) but they allways solved it by dropping the code and find a complete solution while PGI seamed to just modify it so long till it kinda works.
Thats also why I would like to see PGI asking CGI for advice on how to solve problems. They have a team of ~250 people tackling the problems, PGI has what...20?
Just recently they presented a new system for streaming data effectivly between client and server that allows gigant worlds to be loaded very effectivly.
Sure SC is still in development but frankly so is MWO, kinda.
#6
Posted 02 June 2017 - 12:21 PM
Nesutizale, on 02 June 2017 - 12:01 PM, said:
I think lots of the performance problems come from the way mechs are "build" for the game. I might be mixing things up here but since StarCitizen and MWO startet out with the same basic engine they might also have encountered the same problems.
From what I remeber about the development of SC and MWO I think I recall a mentioning of PGI that Mechs are basicly build out of different blocks that are then attached together to form a complete mech.
That somehow impacts performance as the basic cryengine can't handle this very well. SC also ancountered that kind of problem with Multiperson ships in a way.
Their solution was to completly rewrite the code that handels this kind of tasks, MWO went the way of a workaround.
That is it as far as I can recall it, again might mix it up a bit.
Still from following the SC development and their quite detailed explanations (btw I wish PGI would be at least half that open to us) there seams to be a lot of common problems with MWO (multipart figures, mapsizes, performance issues, server performance just come to my mind) but they allways solved it by dropping the code and find a complete solution while PGI seamed to just modify it so long till it kinda works.
Thats also why I would like to see PGI asking CGI for advice on how to solve problems. They have a team of ~250 people tackling the problems, PGI has what...20?
Just recently they presented a new system for streaming data effectivly between client and server that allows gigant worlds to be loaded very effectivly.
Sure SC is still in development but frankly so is MWO, kinda.
I thought they were over 350 now, but yeah following SC means seeing more of the development process than the general public has ever seen /and/ they really do seem to be committed to making the best game possible, just hope the end result ends up being as good(enjoyable) as all the work going into it, it would be an awful shame to see all that work to make an impressive truly game that ends up not fun to play.
#7
Posted 02 June 2017 - 12:25 PM
Nesutizale, on 02 June 2017 - 12:01 PM, said:
I think lots of the performance problems come from the way mechs are "build" for the game. I might be mixing things up here but since StarCitizen and MWO startet out with the same basic engine they might also have encountered the same problems.
From what I remeber about the development of SC and MWO I think I recall a mentioning of PGI that Mechs are basicly build out of different blocks that are then attached together to form a complete mech.
That somehow impacts performance as the basic cryengine can't handle this very well. SC also ancountered that kind of problem with Multiperson ships in a way.
Their solution was to completly rewrite the code that handels this kind of tasks, MWO went the way of a workaround.
That is it as far as I can recall it, again might mix it up a bit.
Still from following the SC development and their quite detailed explanations (btw I wish PGI would be at least half that open to us) there seams to be a lot of common problems with MWO (multipart figures, mapsizes, performance issues, server performance just come to my mind) but they allways solved it by dropping the code and find a complete solution while PGI seamed to just modify it so long till it kinda works.
Thats also why I would like to see PGI asking CGI for advice on how to solve problems. They have a team of ~250 people tackling the problems, PGI has what...20?
Just recently they presented a new system for streaming data effectivly between client and server that allows gigant worlds to be loaded very effectivly.
Sure SC is still in development but frankly so is MWO, kinda.
MWO just isn't as far along. With fewer programmers to tackle these problems it doesn't surprise me that they're farther behind which is why I'd like to see an investment in servers that can handle 24 vs 24 on bigger maps and the staff to write the code. I agree that it would be nice to see PGI be more forthcoming on what is possible on this front. I don't know if the SC developers and Chris Roberts would even be open to sharing their work, aren't these two companies rivals?
At least we know its possible given their advances.
#8
Posted 02 June 2017 - 12:27 PM
PGI: Silently doing...something, haveing a broken game with lots of features missing but its still kinda fun.
CIG: Open communication, mostly taking in players reasoning for changes to change their game accordingly, lots of ambition BUT I can't get myself to like the flying part.
I hate the lance-sting /jousting style of fighting. Sadly the majority of players seam to like it so I will go groundcombat and Privateer style. Also the bad Joystick support but again...most people like the mouseflight and I will have accept that at some point

#9
Posted 02 June 2017 - 12:32 PM
Katastrophe Kid, on 02 June 2017 - 12:25 PM, said:
At least we know its possible given their advances.
IIRC Chris even said that they would consider sharing their experiance with others. I am not sure if he meant "hobby programmers" or if this included other companies.
Still I can't imagne that it would hurt to just ask. As for rivals....except PGI would to all out and create a MWO that is a full MMO with full freedome of gameplay these two titles don't have much of a common playerbase I think.
One game is for MMO like trading and space fighter pilots the other is for Stompie Robots people.
Sure there are some overlapping, like me but in general I think both games are different enough to have their own niche of people they appeal to.
#10
Posted 02 June 2017 - 12:58 PM
#11
Posted 02 June 2017 - 01:11 PM
#12
Posted 02 June 2017 - 01:55 PM
F'kn Ground Troops and Tanks? hells yea...
Edited by Katastrophe Kid, 02 June 2017 - 02:35 PM.
#13
Posted 02 June 2017 - 02:02 PM
https://www.reddit.c...s_i_wanna_make/
JackalBeast, on 02 June 2017 - 08:15 AM, said:
So no, that's not appealing to me, and sounds like if attempted, it would be an even more convoluted mess than we have at present. I like the skill tree, mind you and feel like the general q.a. has improved....somewhat.
One doppelganger of a pipe dream that is MWO is plenty, thank you.
Strictly speaking...it has more content than MWO
Just not much persistence, more of a sandbox in Crusader (both a very large, and not exactly vast, sandbox. Missions to do, ships to shoot)
Like MWO, an Arena shooter otherwise. TDM, PVE, CTF, and the first person shooter (which I'm not a great fan of)
I guess Incursion makes it have the same amount of game types...I think
PVE is nice, nonetheless.
#14
Posted 02 June 2017 - 02:40 PM
You get it, man. MWO needs more content.
#15
Posted 02 June 2017 - 02:59 PM
Mcgral18, on 02 June 2017 - 02:02 PM, said:
Oh damn get Sean and PGI into one room right now and don't let them out except for getting more coffee and toilet brake and that for about a week.
With the amount that Sean tends to talk about the tech they use, even if you say "keep it short" you can feel your IQ rising as he keeps talking. If that guy wants to support MWO by all the gods that I can find get him over to PGI !
Even if he would be just there as a support guy, stroling in every month or so it should work out for PGI.
#16
Posted 02 June 2017 - 03:03 PM
#17
Posted 02 June 2017 - 03:20 PM
JackalBeast, on 02 June 2017 - 03:03 PM, said:
Agreed.
https://mwomercs.com...ey-for-servers/
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