Khobai, on 24 June 2017 - 08:17 AM, said:
fix whats wrong with the current game
before adding solaris esports crap that only a small number of players will actually play
Why does Bud and I like Khobai's post? /places hand on forehead to check for fever....
The questions though is what are our EXPECTATIONS for Solaris, and what is really the EXTRA cost of making it?
Theme maps for each arena is the biggest cost. And some of the arenas have the ability to change its settings, where portions of existing maps could be used but to even cut them up has a cost. Then setting up different spawn locations.
Solaris matches are basically PRIVATE matches. Check. Changing UI to have more than 2 teams and respective spawn points.
Additional restrictions - 3025 (Stock Clan). Check on one of those items. Class Restriction variables.
Spectator view. Check. Pieces of that is already in game.
Repeat - Actual Maps...that is where the biggest expense will be.
Now, review CW/FP. Is there any serious flavor there except Clan can only pilot Clan mechs and IS only IS mechs? Planets have names but most have no details added over the 2.5 years. Planets are all weighed the same, in that it takes the same effort to win/lose Capitol as it does to win/lose a periphery world.
Take that in stride when considering what PGI view of Solaris. There is no avatar, no BARS+booths etc. Take a look at the Cryengine, its UI and scaleform. PGI is limited in what they can do with the current setup. Except for when the game is going down for Maintenance, there is no rolling billboard announcing anything else, be it simply Clans have taken these 4 worlds, IS have had off Clans, no planets lost, etc...
No ATMOSPHERE... Yes, PGI may very well do Solaris, but how will it actually play out? Even with Solaris type maps, will PGI be able to construct and code it with more than a minimum amount of variables to make it worthy? Looking at QP and FP... how can we expect the players to not express their doubts about content other than actual mechs?