Large extended campaigns
#1
Posted 22 July 2012 - 10:08 AM
#2
Posted 22 July 2012 - 10:13 AM
#3
Posted 22 July 2012 - 10:18 AM
#4
Posted 22 July 2012 - 02:50 PM
Because as much as I dislike the term, and most of those who use it, all the backstory, canon and even setting do indeed become so much "fluff" if all this ever becomes is another Deathmatch game. It's a great way to get people into the game early, and teach the intricacies, and for the FPS and console crowd, I can see where having it available is a bonus.
BUT, if they can ever make longer campaigns, and make mech destruction, pilot death and such meaningful, maybe even have huge real time battles announced in advance for the major engagements (like the Battles of Luthien or Tukayid) letting players decide if they want to buy out the time from their schedule to be included.
Then wow.
So much of the clan invasion was a running string of retreat and losses, that the only way to capture the fear and desperation would be long campaigns where every decision counts. If we could add some of the real time stuff like Star Wars Galaxies had (not the knittingg to make money crap, lol) where travel time, and stuff actually did count (and we had access to Deathmatch during transit... think of it as Sim Training), that would be great.
Cuz I really don't get the idea of a day for a day, if all it ever is turns out to be Unreal tournament w/mechs.
#5
Posted 22 July 2012 - 04:10 PM
But that would be kinda nice.
#6
Posted 22 July 2012 - 04:14 PM
Edited by light487, 22 July 2012 - 04:15 PM.
#7
Posted 23 July 2012 - 04:01 PM
Maybe locking in a mech for the duration of the fight so if they drop they can't just jump in to another game with the same mech?
#8
Posted 23 July 2012 - 04:58 PM
www.youtube.com/watch?gl=US&hl=en-GB&client=mv-google&v=mm7Bb55f-cA&nomobile=1
running on the same engine as mwo
#9
Posted 23 July 2012 - 08:27 PM
#10
Posted 23 July 2012 - 08:54 PM
Playing through all of the stages of a full-fledged campaign would be great! But no way could I do it without a distinctly episodic structure.
#11
Posted 24 July 2012 - 12:35 AM
#12
Posted 24 July 2012 - 12:57 AM
Stormbringers...CHARGE!!!
Edited by Nufsed, 24 July 2012 - 01:07 AM.
#13
Posted 24 July 2012 - 08:14 AM
hot drop clearing landing zone -> defending landing zone -> somewhere in the middle of nowhere wildernessbattle -> Industry and manufacturing center assault -> Factory defense -> City Assault -> City Defense and finally breaching the defenders stronghold
after succeeding in that: planet captured... that is a nice campaign 7 battles provided you win each if you loose you are pushed back one step.
Of course you can say anytime thats enough and liftoff with your loot.
#14
Posted 24 July 2012 - 10:23 AM
#15
Posted 24 July 2012 - 02:15 PM
#16
Posted 25 July 2012 - 04:44 AM
I would rather the game engine assign you a mission, then weave that into the narrative of a planet's campaign. Ie, you hit BATTLE and shoot stuff, but if you want to can pay attention to what world is being fought over. As battles happen, the contested worlds on the strategic map subtly shift in colour from safe green to dangerous red depending on how the battles are going.
I would be pleased as punch if the game engine used the current state of the planet as a giude to generating battle scenarios. For example, early fights on a newly consisted worlds might feature a lot of lightning assaults on hastily defended targets. After that the battles might bog down into a series of slugfests. As the planet nears capture, the defenders will be given more "evacuate the important stuff" missions.
T.
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