Nothing Wrong With Escort As A Concept, Pgi, You Just Need Better Implementation
Started by razenWing, Dec 12 2018 10:31 PM
10 replies to this topic
#1
Posted 12 December 2018 - 10:31 PM
I am going to be controversial and defend escort... but not this travesty of a mode that's getting removed tomorrow.
If done right, Escort could be fast pace and take you to uncomfortable spots that's rarely explored on a map.
Problem is... the current form... offers NONE of that.
But that doesn't mean Escort as a mode is bad. It just needs to be improved upon.
I suggest the following changes:
1. Those stupid sensor towers. It's just stupid. Get rid of them.
2. Show paths so that team can stay ahead and plan defenses/ambushes
3. Faster VIP mech. You want to force the action, not waiting for a 48 kph slow moving objects to march to dubious ends.
4. Side objectives to be completed to shorten dropship arrival time. This will replace sensor towers and place in remote corners of the map. Contesting them is optional, but will greatly reduce the amount of time needed by defenders to call down dropships.
5. Team Lead can choose alternate route for VIP up to 3 times in a match. (and yes, this is VERY doable. Ask Garmin, Google Map, and any other GPS services for interface)
Faster VIP would allow faster and more forced action. Paths simulate a more coordinated event, like... in IRL a president's motorcade don't just decide to go to Virginia out of the blue to get a McRib. They setup intel briefing with planned routes. There're flexibility and strategic planning. There no stupid sensor towers so that offense can also plan ambushes and proper scouting without being exposed 15 seconds into the game.
THESE are the directions a REAL Escort mode should take. And NONE of these are really hard to code. I want Escort back. Because as a concept, it's great! It's the only asymmetrical game mode in the game right now. (which, incursion should be, so that honestly need to be reworked, and just flat out removed from FP, but that's a topic for another day)
PGI please, just fix the mode, put compatibility on more maps (hell, on ALL maps) and we are good to go. Don't kill off a good idea because of a poor attempt.
Afterall, as Lisa Simpson once said...
"I don’t understand why we can only try ideas once."
PS (MAP ZOOM , FREAKING MAP ZOOM, WHERE THE FOK IS MAP ZOOM????? 2 YEARs NOW YOU LIARS, WEHRE IS MAP ZOOM?)
If done right, Escort could be fast pace and take you to uncomfortable spots that's rarely explored on a map.
Problem is... the current form... offers NONE of that.
But that doesn't mean Escort as a mode is bad. It just needs to be improved upon.
I suggest the following changes:
1. Those stupid sensor towers. It's just stupid. Get rid of them.
2. Show paths so that team can stay ahead and plan defenses/ambushes
3. Faster VIP mech. You want to force the action, not waiting for a 48 kph slow moving objects to march to dubious ends.
4. Side objectives to be completed to shorten dropship arrival time. This will replace sensor towers and place in remote corners of the map. Contesting them is optional, but will greatly reduce the amount of time needed by defenders to call down dropships.
5. Team Lead can choose alternate route for VIP up to 3 times in a match. (and yes, this is VERY doable. Ask Garmin, Google Map, and any other GPS services for interface)
Faster VIP would allow faster and more forced action. Paths simulate a more coordinated event, like... in IRL a president's motorcade don't just decide to go to Virginia out of the blue to get a McRib. They setup intel briefing with planned routes. There're flexibility and strategic planning. There no stupid sensor towers so that offense can also plan ambushes and proper scouting without being exposed 15 seconds into the game.
THESE are the directions a REAL Escort mode should take. And NONE of these are really hard to code. I want Escort back. Because as a concept, it's great! It's the only asymmetrical game mode in the game right now. (which, incursion should be, so that honestly need to be reworked, and just flat out removed from FP, but that's a topic for another day)
PGI please, just fix the mode, put compatibility on more maps (hell, on ALL maps) and we are good to go. Don't kill off a good idea because of a poor attempt.
Afterall, as Lisa Simpson once said...
"I don’t understand why we can only try ideas once."
PS (MAP ZOOM , FREAKING MAP ZOOM, WHERE THE FOK IS MAP ZOOM????? 2 YEARs NOW YOU LIARS, WEHRE IS MAP ZOOM?)
#2
Posted 12 December 2018 - 10:40 PM
Why not give us two VIPs and make damage against players meaningless.
#3
Posted 13 December 2018 - 12:25 AM
I agree with the OP. In another topic, I wrote about why PGI might have removed it for now. It's probably to add some new mechanics to it and then at a later date, release it as a new mode where players by then would've forgotten about it. Then it truly makes an impact and we can buy new Mech Packs
#4
Posted 13 December 2018 - 10:41 AM
There is nothing that can be done to improve the now removed mode that hasn't been mentioned before. While it could have been great had they actually done something with it other that it-follows-path-make-it-live-now they chose not to. ever since it went into the game people have posted their ways to improve it with the top two being giving the sob pos robot working weapons and a multiple path-ing route defenders could control the robot down.
#5
Posted 13 December 2018 - 11:04 AM
So... TL:DR is that if they invest 10x more effort it could be made viable? The problem is there is no budget for that.
#6
Posted 13 December 2018 - 12:04 PM
It is completely unbalanced and not at all thought-through. It just slaps escort and horrible AI into any regular map.
It's like driving actual Nascar on a Formula 1 track.
I'd like Escort reintroduced one day, reworked. Hopefully with the 100+ tripods/quad mechs that also shoot back at multiple enemies with mixed ranged weapons on maps or paths better designed for escort.
I think that could be a lot of fun.
You know a single person can design and build a whole map for it? And all the studio would have to do is model and animate a mech to work for it? What budget? Just give someone a few hundred bucks and they'll do it better than PGI.
Unless PGI needs to pay thousands of dollars for licences for color and angles, I don't think the budget is the problem.
PGI is just atrocious at their job and it's unbeliavable.
It's like driving actual Nascar on a Formula 1 track.
I'd like Escort reintroduced one day, reworked. Hopefully with the 100+ tripods/quad mechs that also shoot back at multiple enemies with mixed ranged weapons on maps or paths better designed for escort.
I think that could be a lot of fun.
Nightbird, on 13 December 2018 - 11:04 AM, said:
So... TL:DR is that if they invest 10x more effort it could be made viable? The problem is there is no budget for that.
You know a single person can design and build a whole map for it? And all the studio would have to do is model and animate a mech to work for it? What budget? Just give someone a few hundred bucks and they'll do it better than PGI.
Unless PGI needs to pay thousands of dollars for licences for color and angles, I don't think the budget is the problem.
PGI is just atrocious at their job and it's unbeliavable.
#7
Posted 13 December 2018 - 12:05 PM
Oh escort will be reintroduced, shortly after knock down, reduced convergence speed, energy draw and inverse kinematics. Shortly before they release FP
#8
Posted 13 December 2018 - 12:09 PM
Acersecomic, on 13 December 2018 - 12:04 PM, said:
You know a single person can design and build a whole map for it? And all the studio would have to do is model and animate a mech to work for it? What budget? Just give someone a few hundred bucks and they'll do it better than PGI.
Unless PGI needs to pay thousands of dollars for licences for color and angles, I don't think the budget is the problem.
PGI is just atrocious at their job and it's unbeliavable.
Unless PGI needs to pay thousands of dollars for licences for color and angles, I don't think the budget is the problem.
PGI is just atrocious at their job and it's unbeliavable.
If you think it's that simple, apply for a job at PGI. I'm sure they'll be glad to pay you conditional on delivery of the tasks. Making the mechanics changes listed in the O.P. for the existing maps will easily cost 1 million dollars.
#9
Posted 13 December 2018 - 02:57 PM
Nightbird, on 13 December 2018 - 12:09 PM, said:
If you think it's that simple, apply for a job at PGI. I'm sure they'll be glad to pay you conditional on delivery of the tasks. Making the mechanics changes listed in the O.P. for the existing maps will easily cost 1 million dollars.
You don't really need much change. Just asign a few paths for it. You know, put dots for it to follow. Or give someone to make maps. Ffs, do you what amaizing maps were people churning out for say Unreal Tournament games? Dear god, you wouldn't be able to distinguish them from profesional made maps. And MWO mostly has really really bad maps so it really wouldn't be hard to top them either.
It would cost them the price of work hours at most. And considering this game isn't being developed at all other than a map every year and mech pack every month, I doubt there would be a shortage of resources of personel.
#10
Posted 13 December 2018 - 02:59 PM
The problem with the Escort and Incursion missons is that they do not fit the fast gameplay PGI is focusing on. Both would be decent modes if the game would be more more tactical and not moving towards a fps shooter.
#11
Posted 13 December 2018 - 03:03 PM
im glad to see it go...TY PGI
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