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If You Were A Dev For A Mech-Game..


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#21 CygnusX7

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Posted 16 May 2018 - 11:22 AM

I would not depend on the player base for advice on how to develop the game.

#22 Abisha

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Posted 16 May 2018 - 11:33 AM

1. Mech Driver RPG
2.PvPE
3.Cockpit with tatical map display (more advanced then MWO)
4.Story Driven.
5.Mech centric but with real RPG values.
6.F2P with special marketing model *after all cash is needed*
7.Semi on-line
8.True Tactical battles (real weather, real Vision modes, real heat, hellish environments
example I would make a planet so cold that even standing still in your cockpit you likely freeze to death so creating heat would be only one to survive but then you will be like bright star if people turn on IR but only small part of your mech i would make ballistic weapons freeze that they jam and cant be shot if you risk lowering heat you become almost invisible etc. real tactics.

Edited by Abisha, 16 May 2018 - 11:39 AM.


#23 Villainy

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Posted 16 May 2018 - 01:57 PM

1) MechWarrior Complete

2) PVP focused, but also a PVE setup allowing groups of 4 to fight

3) First Person, optional 3rd person for those sweet, sweet mech shots.

4) Both, similar to Warframe.[/color]

5) I'd revolve the game around mechs, but have other options.

6) Free to play, pay to advance, i.e. pay to skip things you don't want to grind for or do.

7) ONLINE EVERYTHING

8) I'd still choose the Battletech universe probably, because it's wonderful and I'm answering this as "Build my own BT game," not an original IP.
I'd let the player pick between different eras, and the era would decide which PVP lobby you hop into, with an optional "Freeplay" mode where it's all the same game but with a mashup of technology. The narrative would be the actual Battletech Timeline, but it could be impacted by players now. The game would revolve around a lobby system that allows players to jump into a much larger conflict one battle at a time. All battles outside freeplay would have an effect on a large-scale galactic battle that would restart every 30 days. Sometimes they happen how they happened in lore, sometimes they veer off crazily and the clans win the invasion and sweep the entire Inner Sphere.
Gives a fun and exciting feeling to warfare. Each time a battle is fought it moves a meter to show how the conflict is going. Players on each side of the conflict gain rewards at the end of each period. The more objectives taken/secured the better the rewards. Individual payment will still be paid out after each battle with Warfare Payouts being more of a bonus. An optional Solaris arena mode, where instead of divisions, you have a weight-class divided arena system, with an optional "Gauntlet" Freeplay mode where anyone can fight anyone. The PVE would consist of invasion scenarios where mercenary lances fight side by side to take down hard targets, heavily secured with Tanks, Aircraft, and eventually mechs. You could even push to try a mode where the enemy mechs are played by opposing players, but that's pushing awful close to MOBAS and mech MOBA would be god awful.

Edited by Villainy, 16 May 2018 - 02:00 PM.


#24 Anjian

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Posted 16 May 2018 - 08:55 PM

I like something like Gundam Build Divers but instead of building plastic models, you build mechs electronically from components, much like Armored Core.




If you ever watched this series and played any of the online Phantasy Star games, the game has a lobby for everyone to meet in, using customized 3D avatars. Here you can meet and socialize with people, plan for matches, coop events, pvp events and so on. There are counters with NPCs to buy and sell components, and pick games and matches to jump in.

#25 Wil McCullough

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Posted 16 May 2018 - 09:52 PM

I second total war: bt

Though i would also be partial to mount and blade: bt



#26 Anjian

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Posted 17 May 2018 - 08:03 PM

Mechwarrior Mobile

Online PvP arena game, objective based. 5 vs.5 with four free respawns, ticket based afterwards. Smaller accessible maps and level design. You earn credits in the match by fulfilling objectives which can be purchased for a respawn. Main game mode is PvP, but there is a coop mode for training, and for hard core mission events that will only be temporarily available.

Platforms: Android, iOS

Monetization model: F2P, Pay to Grind faster model, Premium Content (Hero Mechs, Camouflage, Decals). No Pay to Win but Premium Content allows for faster generation of credits and XP collection. Content purchasable by ingame credits or gold. Premium content can sometimes be sold only for a limited time window, for seasonal events. Repair costs in proportion to tonnage.

Scrap collection at the end of every match means you have a random chance of collecting components needed to complete weapons and mechs. Scrap can also be consumed to repair mechs.

Introduces Pilots for skill training. Pilots can be transferred from mech to mech but their skills are specialized for different purposes. You get four free pilots. Additional pilots can be purchased. XP is needed to train pilots. If skills needed to be changed, it would cost credits.

Edited by Anjian, 17 May 2018 - 08:07 PM.


#27 Brody319

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Posted 17 May 2018 - 09:07 PM

Personally I'd probably do something like a FPS MOBA. 6v6. Mechs have limited sensor range, each player can bring their own mech that they choose, but start with the base variant. Players would have to kill enemy AI like choppers and tanks to gain C-bills or capture points to generate c-bills. Then could return to base to use their c-bills to upgrade their mech. I'd probably restrict customization of mechs to something like "BattleTech" since speed could be a big balancing factor. Give a light mech cheaper equipment, more speed, and they'd be overall more useful through the whole game even if they are lightly armored. Bring all assaults and you risk the enemy using a few light mechs to slip past you and destroy your supply lines.

Ultimate goal would be to push past a few forts to destroy the enemy main base with standard MOBA rules like forts being invincible until all previous forts in the lane are destroyed.


I think the main problem that plague all mech games even the best ones is in general just bringing the fattest blob of armor and guns is the best strategy. I think a MOBA environment might encourage all mechs to be more useful and a strategic pick rather than "Does it has more metal stuff strapped to it.?".

#28 sycocys

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Posted 18 May 2018 - 02:32 AM

1) Wreckwarrior Online

2) PvP

3) first person

4) Campaign style PvP

5) Wreck-centric

6) F2P

7) Online only

8) Parody of this game, all the mechs are ****** hacked together robits. The "story" of the campaigns would heavily feature Drunken Ross and Power Pill against foes like Wreck the Danny and Pilot 8477720191.

#29 Kasumi Sumika

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Posted 18 May 2018 - 02:56 AM

Armored Core 6

Armored Core 4 & for Answer Remaster PC & next gen console port

Armored Core 1 Trilogy Remake

#30 Funky Bacon

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Posted 18 May 2018 - 06:36 AM

I would make C&C type RTS where all the tanks, infantry, aerospace fighters and such are in the focus and the Battlemechs are basically your hero units.

BT has a very wast selection of vehicles and aircrafts and other non-mech units so it would be interesting to have a game focused more on those where the mechs are a secondary focus.

#31 JediPanther

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Posted 18 May 2018 - 08:19 AM

I'd use pgi as the king of what to **** up in a mech game and bribe all the devs into over time by paying them to play the game as they make any and all changes on it using to most up-to-date-live version of the game on week nights. They'd have to play an hour mandatory a day to keep their job on the clock too.

#32 Metus regem

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Posted 18 May 2018 - 08:29 AM

1) Broken Steel - The Merchwarrior RPG

2) PvE with optinal PvP elements

3) 1st person, very simulator like.

4) Story and community driven

5) Person centric

6) P2P with in game cosmetic purchases (such as optional starting backgrounds for your pilot)

7) Online

8) Character development with RNG based Mechcombat within a living universe... not limited to mech only, can chose to operate tanks, VTOL's and Aerospace assets. Setting would start in around 3030 story finishes around 3049. DLC campaign for around 3000 to 3030; Clan Side. Second DLC to focus on the Civil War period between the LCAF and AFFS.

#33 Goldbrick

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Posted 18 May 2018 - 08:44 AM

1) Name of the Game: Big O Online

2) PvE single-player, with online PvP scenarios

3) 1st person while in-cockpit, 3rd person while driving/walking around the city, and in residence (player-designed housing)

4) Story driven

5) Person-centric but about mechs

6) Purchase-to-play, otherwise F2P, with pay-to-use-salvage options

7) Offline, with online PvP scenarios (mechs must be unmodded to enter)

8) One of the last few surviving post-war mega-cities, the surrounding wastelands hide ancient giant robots/parts/ammo that can be recovered to build and maintain powerful mechs with which to defend the city against hostile mechs and giant mutated monsters.

#34 IIXxXII

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Posted 18 May 2018 - 03:12 PM

View PostVellron2005, on 16 May 2018 - 04:37 AM, said:

Here's a post for all you daydreamers out there..

If you were a Game Developer, had a big budget, and wanted to design a mech-centric game, what kind of a game would you make, what would it have, what kind of features, and how would you go on about it?


Many big budget game developers have a tendency to play it safe and copy existing game mechanics in an effort to guarantee players identifying with their product and lowering learning curves.

I think I would do the opposite. I would try to introduce as many new gaming mechanics and features as possible in an effort to produce gameplay/replay value.

In past eras, mechs were about capturing peoples imaginations of what might someday be possible with engineering advances. At some point, we may have gotten away from that. Big stompy robots with large guns are no longer as cool as they used to be. Part of the basis of making mecha great again could entail rebooting things to a point where people might appreciate the type of fictional innovation or progress they might represent.

This could entail higher utilization of things like drones or anti missile/projectile interception technology. The mech in the movie "District 9" did something cool & innovative where they had a magnet mounted on a mech which somehow attracted every bullet shot at the mech(even though the bullets were likely composed of non ferrous, non magnetic, metals). Technologies like that might be cool although its very possible we've reached a technology plateau in an era where there haven't been many scientific breakthroughs and we're running out of cool futuristic technologies to bolt on to fictional mechs to entice people to want to pilot them.

As for what type of game I would make. It could easily be 8 or 16 bit graphics. It wouldn't be so much about visuals but moreso about gameplay and restructuring things to be more efficient / intuitive, etc. In an effort to enhance gameplay and hopefully increase fun factor.

#35 Snowbluff

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Posted 18 May 2018 - 03:47 PM

1) Guardian Angel

2) Third Person Shooter with Dark Souls style melee combat and RPG elements

3) 3rd person (1st person option)

4) Story Driven

5) Person Centric

6) P2P (pay to play)

7) Offline with optional coop and pvp invasion

8) Pilot salvaged ancient tech salvaged from the higher plane left over from the Last War. Search for solutions to an illness contaminating your dying race in a war torn and post apocalyptic galaxy. Travel to planets where the population is wiped out or on the cusp of extinction, where you learn of their history in an episodic fashion contributing to the overarching plot examining the plight of human existence.

#36 jss78

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Posted 18 May 2018 - 04:15 PM

1) MechFarm

2) City-building + First-person simulation

3) Top-down + First-person

4) Is the game community driven or story driven?

5) Farm management SimCity style + First-person AgroMech simulation (SpinTires with 'mechs)

6) Pay-to-play

7) Offline

8) AgroMechs! "The Succession Wars have ended and the Inner Sphere is at peace. A retired MechWarrior, you have settled on a quiet, subtropical planet to manage a coffee plantation. Can you make it thrive?"

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#37 Bombast

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Posted 18 May 2018 - 04:38 PM

View Postjss78, on 18 May 2018 - 04:15 PM, said:

8) AgroMechs! "The Succession Wars have ended and the Inner Sphere is at peace. A retired MechWarrior, you have settled on a quiet, subtropical planet to manage a coffee plantation. Can you make it thrive?"


Have a taste for warcrimes?

sarna.net said:

[The Combine] can be used as an improvised physical attack weapon, but only for those desperate enough to try when fighting armored units; however it can be savage against conventional infantry.


Posted Image

#38 Mainhunter

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Posted 18 May 2018 - 06:03 PM

First, I would make it physically and logically more sound. The Battletech Universum, in this regard, Is pathetic. But I won't moan about it, because it was created in the 70'.

I'm a friend of long campaigns and big maps, with real supply and own decisions and actions who have some meaning in the grand scheme, instead of spawning into some random map, which outcome you have forgot 20 sec. later.

In my game, a hole planet would be one map. Not like the hole earth size, but several City's linked together with some rural areas.

Supply would look like Planets with factory's and resources. Stuff you loose in a battle is lost forever and your side has to produce it again. If your side runs out of Gauss ammo, you would not be able to spawn a mech with a Gauss, or just without the ammo.

This would make the fight about specific Planets real thrilling.

#39 Exilyth

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Posted 19 May 2018 - 01:11 PM

1) Name of the Game

Return to Placeholderdorfenstein of infinite burning vengeance blah yadda yadda (working title - replace before shipping!)

2) Game type (PVP, PVE, PVE with multiplayer, PVE with COOP, PVP with PVE elements)

PVE w/multiplayer

3) View type (1st person / In-cockpit simulator, 3rd person, top-down)

3d top down w/RTS camera

4) Is the game community driven or story driven?

Story driven, but open to modding (e.g. steam workshop support)

5) Is the game mech-centric only (like MWO) or person centric but about mechs (Like Star Citizen is about spaceships)

Mission based combined arms RTS a la Mech Commander.

6) Is it F2P (free to play), P2W (pay to win), or P2P (pay to play)

A normal retail title.

7) Is it online, offline, offline but must connect to play?

offline (except for multiplayer)

8) Basic game concpet - what is the game about?

Conquering the chaos march, either as a merc working for money or a faction member working for [insert whatever that faction values most]. players will drop into missions with restricted drop weight, trying to accomplish diverse objectives by commanding their mech, ground and infantry assets around. Salvage and money gained from defeated enemies, captured warehouses and mission objectives will allow players to build up their force over time, from family heritage mech/vehicle up to a company - enabling them to take over the planet and move on to the next.

Multiple singleplayer campaigns (one per faction) will enable players to become part of a living, breathing universe. Players will also be able to pit their forces against each other in multiplayer matches.


TL;DR: Mech Commander III

Edited by Exilyth, 19 May 2018 - 01:11 PM.






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