You make your money off of us by selling us stuff and then you play around with both its individual quality and the quality of the game overall. As it stands, you are only pi$$ing more of your paying customers off. I and others have repeatedly offered solutions which have been largely ignored. Though I know I am just pi$$ing in the wind once again, I will futilely try yet again to save this game.
To everyone else: This is a general--though admittedly long--series of suggestions that can be adjusted, added to or omitted altogether. So feel free to pick and choose what parts you guys like or do not. I want a game that is as realistic as possible and adheres to the lore. So I am not married to anything other than a quality Mechwarrior game as we all should be.
Prelude. The entire game needs to be completely reworked. Now, I know that this will require a lot of effort, but it has to be done as the status quo has clearly not been a stellar success. Otherwise, it will never be anything more than a mediocre game soaked with the venom of the Battletech community. That makes nobody happy.
1. Public matches. Treat it akin to the simulators in the lore. Anybody can select and outfit any mech they want and get a feel for them to decide if they want to buy one or not.
1a. The status quo has got to go. Instead of a strict 12v12 organized by a matchmaker that nobody likes, let the people create or join existing games they want to play with any number of players. In a mmo strategy game I used to play, a player could create any kind of a game he wanted and then it would go on a board that could be viewed by anybody and joined by them if they wanted to play. We already have the groundwork for creating them with the private lobby so it would not be difficult.
1b. Let the people decide who, what and where they fight. Furthermore, the pilot's name, ranking, mech dropped with and unit would be displayed for both sides so everyone can also select who they want to either play with or against. This of course includes the map and game mode. Let each game stand for an hour or the enemy retreats from the game with changing objectives. Say for example: One side is supposed to attack a base while the other side is supposed to defend. The attackers are then supposed to occupy the base until the clock runs down and the defenders are to retake the base. Add the password protection option and this would also make it far simpler and easier for certain players and units to go head-to-head without interference.
1c. This should go without saying. Since as previously stated this would essentially be a simulation, it would have no effect on the game universe nor its economy.
2. Faction Warfare needs to be rebuilt from the ground up. There is no way around that.
2a. Freedom of movement. Imagine a vibrant universe not unlike WoW where everyone is free to move around anywhere they want. Imagine getting out of your cockpit and walking atop your mech as you survey the beauty of the land around you. Or imagine looking out a window as you are riding a dropship as its dropping on a planet, the flames from entering the atmosphere engulfing the entire ship licking past the window until you get closer to the ground and you see layers of clouds fly by as you plunge through them on your way to the surface. Then imagine hurrying to the mechbay and strapping in just in time to see the massive mechbay door slide open and being blinded by the light of the sun flooding the bay. You throw down your shade visor to see again and your lance lines up at the door. The red lights on either side of the door give away to the green lights as a klaxon alarm sounds. You watch as one lance mate after another steps out of the door miles above the surface! Your turn comes and you take that step. You begin falling, watching the clouds seemingly pass you by. As you near the surface, everyone starts deploying their parachutes—to make sure everybody is right side up—and firing their booster rockets as you near the end of your hot drop. You then all land in your intended LZ, the middle of a large lake and sink to the bottom. You then walk along the lakebed until you reach the enemy base and emerge from the water to launch your surprise attack on them. Now, I ask you fellow players and battletech fans: Is this not the game you want?
2b. Economy. This is how the game gets balanced. Mechs and weapons should not appear out of thin air just because you have enough money. Let everything be manufactured in factories and then sold on the various markets. Make IS tech cheaper and quicker to manufacture than their Clan counterparts with the better weapons taking longer to make. Also allow the factories to be improved in various ways including improving the build times and weapon characteristics like in the Battletech game by Harebrained Schemes—damage, accuracy, stability, heat, etc—and equipment (heat sink dissipation rates, various jump jet abilities, etc). Return the stats and characteristics for every weapon in the game. Balance everything through the build times. If a Clan mech and weapons are supposed to be twice as good as an IS mech and weapons, then adjust the price and build times so the IS mechs and weapons can built built at least twice as fast and for at best half a much. There you go. Game is balanced.
2c. Let units claim and develop planets. Clans can either conquer—against IS when no trial is negotiated—or win it in a Trial of Possession while the IS can either conquer or buy it. They can then build factories (though not cheaply) on it and manufacture any one weapon, piece of equipment or single mech variant. They would be classified as either mech factories, weapon factories or equipment factories. They could also be retooled to manufacture a different mech variant or weapon or component, though it will cost money and time to do it. You could even retool a component factory into a mech factory, but it would cost a lot more than it would to retool it for another component. You could build other buildings to further improve the planet in various ways, but that can be discussed later. Being able to build and customize our unit bases would also be really nice.
2d. Allow all structures to be destructible. Adds realism to the game and makes everything more scarce, including boating. If a unit likes to boat gauss a lot, raid the planet with the factory making them and the ammo. Blow both up with their supply depot (unless you want to steal them).
2e. Make Ammunition a Thing. They can be made in ammo factories, traded on the markets and stored in volatile ammo dumps. Want to cripple an enemy attack that are using mainly ballistics or missiles? Blow their ammo dump and starve them of ammo. This would also require ammo trucks to reload ammo. Different ammo types like armor piercing (deals more damage to armor) and high explosive (deals more damage to internals) would be nice too.
2f. Dropship Capacity. It would beup to the carry capacity for that dropship class, same for the mechbays. So everyone should plan what they bring wisely.
2g. The New Scouting. A single small dropship drops a single lance or star of any number (within dropship capacity) and weight (meaning Steiner will finally get their trademark scout lance). Their mission is very simple: Map or update the terrain (since there would be a fog of war on the attacker’s maps that would also be available and dated to everyone in a unit in their war room) and identify targets on the planet. Probably not something you would want to risk losing four Atlas' on, but Steiner will be Steiner. That way, your main forces will not be dropping blind.
2h. Raiding. Up to two dropships of any class (except for assault class) can touch down to steal resources with cargo trucks; mechs with salvage trucks; personal with APC’s or ejected pilots (friendly or otherwise) with the SAR VTOL’s (Search and Rescue Vertical Take Off and Land). Remember to bring the right units for what you want to grab!
2i. The New Invasion. The main event you will want at least one Assault-Class Dropship for! Up to three dropships land and unleash the attacking force while the defenders mount their mechs in one of their hardened mechbays. You can destroy either along with a chunk of what is inside them to prevent any reinforcements that may still be inside from joining the battle.
2j. Make real salvage a thing. Say you raid a base and destroy the defending lance and there are now piece of their mechs strewn about the landscape.
“Call out the salvage trucks!”
“Oh! There is half an Orion with the arm that was blown off and the components inside are still good!”
“Sweet! If we can replace the destroyed parts for it, we can send it to our mech factory and convert it into a IIC!”
“Hey! The Battlemaster over here was legged so most of it is salvageable along with everything in it!”
“Hey guys! They have pieces of a couple Clan mechs in one of the warehouses!”
“Great! Load them up fast so we can get out of here!”
“Bad news sir! We do not have enough space for everything!”
“Then get the priority salvage aboard and leave what we cannot take behind.”
This way, IS’ers can get their hands on Clan tech (weapons, equipment, engines, etc) and we could get some of their neat toys (RAC’s, Heavy Gauss, Command Consoles, an AC 20 that shoots a single slug as it is supposed to, our originally designed and built Annihilator, etc).
3. Kick a$$ Character Customization. We want it.
3a. Allow us to Recruit all types of Personal. Warriors to pilot mechs or charge into battle as infantry; scientists to research improvements, new weapons, components, mech variants, etc; merchants to trade and generate wealth; technicians to repair mechs and other craft; and laborers to work the land and generate resources. This of course can be customized between the Clans and IS to reflect their differences in the lore.
3b. Allow them to Grow. Look at how the Battletech game does it for reference in regards to pilots. In keeping with the lore, IS personal can be trained in any field without restriction since they are more generalists, though retraining will take time. Clan personal however, while they are more effective and earn XP at faster rates since they are more specialists, it takes longer to test up to the next caste level but nobody would be willing to go down it. If say a pilot was really good with energy weapons, then the aiming cone for energy weapons would be smaller and thus make them more accurate.
3c. Allow them to be Captured. If it is Clan vs Clan, they become Bondsmen unless their previous owner issues a Trial of Possession for them; IS vs IS, they can hold as prisoners to be traded; IS vs Clan, see Clan vs Clan; Clan vs IS, you are going to need a reeducation camp.
3d. Allow them to Killed or wounded. Adds to the realism.
3e. Allow personal to be owned and controlled by either a single player or a unit. More flexibility this way, especially if they are transferable within the bounds of the lore.
4. Official Pilot Rankings and Revenue. I propose a tier system based on paid player subscriptions to support the game. The concept is really simple. This system would allow the F2P players to ease into the game and get accustomed to it before deciding to upgrade if they wish to with Public Matches giving them a taste of the heavier mechs and other craft or just hang out there and keep playing for free. The low monthly fees would both entice and encourage subscription. This will also ensure that the pilots in the bigger mechs will most likely be the more experienced and dedicated players as well.
Tier 1 - Remains free to play. Able to pilot Battle Armor along with any light mech and all types of vehicles, tanks, air/space craft and any other craft in the light category.
Tier 2 - $3/month. Same as Tier 1 but also expanded to all types of medium craft.
Tier 3 - $6/month. Expanded to all types of heavy craft.
Tier 4 - $9/month. Expanded to all types of assault craft.
Tier 5 - $12/month. Expanded to all types of dropships and capital naval ships.
4a. Regarding players who have invested in the game already, give them a certain amount of free advanced tier time and starting equipment, mechs, personal, resources, etc.
5. Gameplay. Goes without saying, but still needs to be said.
5a. These are Calbhach’s ideas for close Combat:
“For all melee attacks:
- Damage is adjusted by weight, the heavier the more damage you do.
- All melee attacks produce a screen shake on the Opponent, the heavier the attacking mech is the bigger the shake.
- The screen shake is modified by the skills in the Operation tree.
- The attacker also suffers a screen shake, but just a light shake and not adjusted by weight of either mech.
- T-Comps, ECM, Probes etc. in the involved regions, cease to function for 1-2secs after the attack, to simulate the force used, Attacker and Defender. If missed, this effect doesn't apply to neitherone.
- Defender can use all it's weapons, while attacked.
Punching:
- You can just punch, if you have shoulder, upper and lower arm accutators; example: Riflemen and Jägermechs can't punch.
- As in the table top, you can't fire weapons in the arm that punches. Shortly before, while and after. This effect occurs also if you miss.
- Aiming is done with the crosshair.
- You can hit just the regions in range of the arm, so if the enemy mech is to small you can't hit him, e.g.:
Atlas vs Urbie on even ground, Atlas can't hit the Urbie 'cos it's to small and the Urbie can't hit 'cos the missing accutators.
- To make it easier you just punch with the arm, which is closest to the target.
- If you execute another punch directly after the first, the other arm is used.
- To attack is initiated by pressing the punch key.
- Punching generates no heat.
- If target is out of range, you still hit, but miss.
- You just punch with your arms, hands and not with clubs.
- Punching can be done while moving.
- Optional: For cool moves punching can be done while Jumping.
Kicking:
- Your legs have to face enemy mech, in order to hit.
- You have to have both legs to kick, so if you are legged no kicking is possible.
- If target is out of range, you still kick, but miss.
- You just hit the Locations that are in range of your leg, so if you are on a higher Elevation you could hit the head, if in range!
- The attack is executed by pressing the kicking key.
- The leg used is the leg which is closest to the enemy mech faced.
- For a short period, Maybe 1-3sec, no movement possible, except Torso movement. Depending on weight class, damage to the gyro etc.
- No in the kicking leg fitted weapons may be used shortly before, while and after kicking.
- No heat generated.
- You can't kick, while moving forward, you'll have to be standing for about 0.5 - 1 second.
- You can't kick while jumping.
- You can't kick 1 second before and 1.5 seconds after jumping.
Death from above (DFA):
- Coolest attack ever!!!
- Heat generated is the normal jumping heat.
- Both mechs are damaged, in the regions involved.
- Damage (Defender) is calculated by speed, also fall speed and weight of the attacking mech.
- Damage (Attacker) is calculated by weight of the defender.
- No button required to execute attack, it is a movement like ramming.
- After the attack the attacker can't walk for about 1-2 seconds, depending on his weight class.
- The Defender can't walk for 1-1.5 seconds depending on his weight class. Only applied if attack successfull.
- While hitting the opponent no weapons can be fired by both mechs involved, which are located in the involved regions, except for torso weapons.
Ramming:
- Normal movement heat applied.
- No key needed to execute attack.
- Damage is calculated by the weight and speed of the attack mech, when it hits the target.
- The attacker suffers damage depending on the weight and speed of the rammed mech.
- Effects for the Electronics are just applied if Speed is higher than 50 kph.
So this would be my suggestions on the melee attacks. They are strongly influenced by the TableTop game. I would like to hear/read what you think about it. Still thinking about it, so it could be that I will adjust this suggestions. I hope you'll find it enjoyable.”
5b. Target cones. Why are most of the weapons in the game pinpoint? Seriously! They are not supposed to be. We should have target cones with the size dependent on the weapon, weapon improvements (if any), and pilot skill.
5c. Retreating. It needs to become an option, especially in FW where we would be risking a multitude of mechs, equipment, personal, etc that we have accumulated over time.
5d. Slow Down the Combat. Increase weapon cooldowns across the board (say a base of ten seconds or so) so it is not all about who can spam the fastest and make us think and strategize on our actions more. Make it feel like an actual mech game instead of COD.
5e. Other Elements from the Lore such as making Trials and bidding an official option. Enough said.
5f. Allow mixtech. This frankly, is long overdue.
5g. Hardpoints. Another thing that be done to limit boating would be to limit the size of individual hardpoints. Meaning that each hardpoint would be limited to a certain number of slots. Also, just as a suggestion, taking another page from the new Battletech game I think it might be a good idea to create another weapon category: support. Machine guns, flamers, small lasers, etc.
5h. The ability to place weapons in the exact hardpoint of our choosing. We want it!
5i. Order of Ammo Usage. Being able to between assigning the order either overall or per weapon would be appreciated.
5j. New Game Engine. Seriously! Cryengine sucks! It is full of holes that players can use hacks to exploit and I am tired of seeing hackers further ruin the game! MW5 is supposed to use the Unreal4 engine and from what I have heard, that is a solid engine that MWO2 can be built on.
5k. Anti-cheat software. Seriously! Get some! I hate hackers and I am tired of finding them! They demoralize honest players like me, my unit mates and many others and make us all paranoid! That is not fun!
6. It needs to adhere to the Lore behind the Game! Seriously, this should not even be an issue!
7. You do not have to take my word alone about it, this is a message that a former member of my unit sent me in response to reading my proposal:
“I haven't been active since April/May. I log on occasionally to mess around with some designs for nostalgic purposes and a quick match. I stopped playing for many of the same reasons you stated.
If this were to be a team orientated game, then why release a one-on-one gladiatorial style of game play? Now quick play has devolved into 12 one-on-one matches.
I echo all the points you raised with heavy emphasis on the cheating. Is it really any wonder that some of the most dominant units in FP don't make it very far in true tournament play? I was with Baron Death in one FP where it took 7 mechs to kill a single IS Warhammer. Same units, same problems. I watched a Bushmaster from the same unit kill one of our team mates with a 4 Streak SRM barrage at 300 m - every single one of the SRMS hit CT. I could not repeat those same results unless I was under 80 meters.
10+ years ago we had vehicles and powered armor. The B-Tech universe is far more dynamic than what's currently being represented.
Lack of truly custom 'mechs, ones designed by players themselves.
Too much emphasis on balance. War is not balanced or fair. You adapt, employ new tactics and strategies, or you are defeated.
There's no incentive to being a loyalist anymore. If 'mercs can break their contracts at any time without any consequences, then there's no sense to fighting for a house let alone a clan. I guarantee you if your unit up and left during the middle of a campaign and switched sides, your unit would be marked and the penalties would be death or destruction of the unit.”
He is but one of many.
Conclusion: Further details can be fleshed outor tweaked later, right now I just wanted to get the general framework out there. I originally thought that MWO needed to be rebuilt from the ground up but as it was pointed out to me, it would be better and easier to simply design MWO2 like that from the outset (preferably under different management though). For now though, PGI, you guys need to listen and heed the fans (the real fans and not the trolls and crybabies) much more than you are now and actually adhere to the lore! Though not as bad just yet, look at Star Wars. The fans there are in a full rebellion of their own and many are now boycotting all further movies which led to Solo becoming the very first Star Wars movie that ever managed to lose money in history! If Star Wars can be killed, then Battletech surely can too!
PGI, the choice, ultimately, is yours. Make your move.
Edited by Jep Jorgensson, 08 November 2018 - 04:13 PM.