(Mw5) Ejection Is Not Game Over
#1
Posted 20 January 2018 - 06:24 AM
Traditionally, ejection has been "game over" in the MechWarrior games. Mission failed, you're dead. In MechWarrior 5, you're just a mercenary. There are rules of war, and you have rights as a POW. If you eject, your 'Mech is gone - but you still have a bank account somewhere. It makes sense to lose a few months as a captive, and possibly pay a ransom or make an agreement to leave the planet, not fight against House X for 5 years, etc. - but to be able to continue playing as long as you have the funds to replace your lost Mech(s).
Obviously, there would be certain exceptions - for example, if you take on an assassination mission, or are dealing with certain parts of the DCMS, you might get executed if you lose - but otherwise, a mission failure should not end your game. In addition to the added realism, this prevents "I always win"/"save and reload" gameplay, which is far too common.
If or when PGI does a Clan expansion covering 3050-3057, this opens up the opportunity to become a bondsman if you perform adequately before being forced to punch out, complete with a whole slew of new mission opportunities, possibly even varying depending on which Clan you lose to (no Bloodhouse/Khan shenanigans please).
Adding that much new content would probably justify making the expansion a stand-alone, or having a higher price point, which is good for PGI.
#2
Posted 20 January 2018 - 06:36 AM
There was this thing in Mount and Blade, and I remember using it only in the very beginning when you dont have much to lose anyway.
#3
Posted 20 January 2018 - 06:37 AM
Just expect that MW5 is going to be little more than a list of missions with pre-determined variables and ai that will look pretty because its not being built on an ancient buggy engine.
#4
Posted 20 January 2018 - 07:16 AM
Edited by xVLFBERHxT, 20 January 2018 - 07:16 AM.
#5
Posted 20 January 2018 - 07:48 AM
Nema Nabojiv, on 20 January 2018 - 06:36 AM, said:
There was this thing in Mount and Blade, and I remember using it only in the very beginning when you dont have much to lose anyway.
It has to be interesting, like impacting faction reputation.
It's probably not in PGI's wheelhouse, but this could be managed narratively through short text interludes that offer some multiple-choice reactions, similar to how Space Rangers II or Planescape Torment handled things.
Also: Iron Man mode in exchange for a 50% higher drop rate for rare/valuable options (left-over SL-era mechs, higher % chance of market availability for better new-Tech mechs, higher % chance of missions that lead to higher quality salvage).
#6
Posted 20 January 2018 - 01:18 PM
#7
Posted 20 January 2018 - 01:39 PM
#8
Posted 20 January 2018 - 06:36 PM
Nema Nabojiv, on 20 January 2018 - 06:36 AM, said:
There was this thing in Mount and Blade, and I remember using it only in the very beginning when you dont have much to lose anyway.
Heh I used to play M&B with the 'realistic save' mode or whatever. I wanted to be all hardcore; that was brutal! I imagine I'm not the only person that enjoys a 'high stakes' game mode.
#9
Posted 20 January 2018 - 08:39 PM
I haven't quite been following the HBS Battletech game development but it'd be easier to employ something more truly open-ended there. The best we'll get in MW5 is some randomly generated missions that we can repeat, maybe infinitely, but the campaign will come to an end at some point that had been built to linearly.
#10
Posted 20 January 2018 - 11:29 PM
Jonathan8883, on 20 January 2018 - 06:24 AM, said:
Traditionally, ejection has been "game over" in the MechWarrior games. Mission failed, you're dead. In MechWarrior 5, you're just a mercenary. There are rules of war, and you have rights as a POW.
Sorry, mercenaries don't get the same protection as house armies. If captured, you're treated as a pirate and punished accordingly.
#11
Posted 21 January 2018 - 12:29 PM
#12
Posted 21 January 2018 - 12:39 PM
Blue Boutique, on 20 January 2018 - 11:29 PM, said:
Sorry, mercenaries don't get the same protection as house armies. If captured, you're treated as a pirate and punished accordingly.
It is known that successor states hire mercs who previously were employed against them, there are Ares Conventions regulating the warfare, there is each entity's reputation to uphold if they want to hire other mercs in future and etc.
So no, mercs are not treated as pirates.
#13
Posted 22 January 2018 - 03:14 PM
Quote
Mercenaries not under a contract with a House don't get those protections. Mercs that are, absolutely do. In fact in some ways mor so, as many a merc who found themselves hosed on a mission end up hired by the people who kicked their butts.
#14
Posted 23 January 2018 - 08:03 AM
Essentially, failing a mission is not the end of the game. To save on repair/rearm costs, you might have to retreat from a mission without completing it, or you might have to eject a pilot to save the mech from getting chewed up even more in combat. Basically take actions to prevent a serious loss of money from running a mission. To help make it worth while to keep playing without reloading, missions can provide income for what objectives you were able to do (even if it wasn't the full payout). Also, pilots still gain experience from the combat as well.
In BattleTech, the only way to truly fail is to run out of money.
I could see a lot of this making it's way into MW5:Mercs. Partially completed missions for partial payout, ordering lance mates to eject to save a mech from being destroyed, etc... I'd imagine that just like BattleTech, you are running a Merc company with the sole goal of making money.
As a Mercenary, you aren't an idealist, you're not fighting for a cause, you are fighting for money. The game's failure state shouldn't be tied to an ejection or a failed mission, it should be tied to going broke.
Edited by MeiSooHaityu, 23 January 2018 - 08:04 AM.
#15
Posted 23 January 2018 - 08:30 AM
"Attention mercenary. This is the Dread Legion. Whatever the Combine is paying you, we'll double it. Just turn around and walk away."
Did we ever figure out what the Dread Legion found? I have always assumed a big cache of lostech weapons or something similar.
#16
Posted 23 January 2018 - 11:46 PM
Edited by BumbleBee, 23 January 2018 - 11:50 PM.
#17
Posted 24 January 2018 - 02:46 AM
Imho pgi is not known for fluff and thinking around corners.
So posts like this might help them.
Really sad to see that their development is not incorporating most people that might buy the game (aka forum).
Others have proven that community involvement can be done successfully.
Seems both pgi and a potential playerbase have an equal opinion of each other.
Who would have guessed?
#18
Posted 24 January 2018 - 03:02 AM
But nearly ten years later, I'm a bit more jaded. PGI isn't the company to watch for innovation or enthralling gameplay. MW5 so far seems like it's shaping up to be a half-hearted attempt, putting all the emphasis on the fact that they're using the Unreal engine, rather than how they intend to use it. Hell, something made in the Source engine but beautifully made would be better than a half-asked attempt in the most advanced game engine, in my books.
9 user(s) are reading this topic
0 members, 9 guests, 0 anonymous users