

#1
Posted 22 February 2019 - 08:00 AM
MechWarrior 3 had some sort of Repair Sequence after certain stages of a Mission.
#2
Posted 22 February 2019 - 08:02 AM
#3
Posted 22 February 2019 - 08:05 AM
#4
Posted 22 February 2019 - 08:07 AM
#5
Posted 22 February 2019 - 08:58 AM
#6
Posted 22 February 2019 - 09:04 AM
#8
Posted 22 February 2019 - 09:11 AM
#9
Posted 22 February 2019 - 10:58 AM
#11
Posted 22 February 2019 - 11:27 AM
The other was repair stations that could do basic superficial repair (small sums of armor only, applied to the point missing the most armor from your starting loadout). This would take considerable time, however. The option is available to any mech that enters the bay, and there would be a few bays sitting around each map.
This of course was reliant on a few factors.
Maps be redesigned so that instead of a single gate entry way where everyone can pile up to blast anything that comes through the door, that bases have stages and layers with defenders that want to defend these having to open gates to get to outer layers and decide whether to close the gate after the mechs pass through or leave them open so that defenders can get to the outermost layer quicker...risking that sly attackers can slip past those open gates potentially undetected or even trap them away from inner layers.
These repair bays could also serve as spawn points as a full "mech bay", allowing defenders to spawn closer to the action, however this would not support anymore than a single mech for several minutes, meaning this defender would be alone if spawning here at the beginning. However this guy might be the only 'Mech to the outer perimeter before it is attacked, while other defenders either rush from the back or from other mech bays scattered about the layers of the base.
It also went into multiple walls, some with potential flaws that attacking (or defending) lights could exploit to get around the gates, as well as some quite-strong destructability. The first wave of defenders would not be delivered by dropship but spawn/power up either at the mechbays or somewhere on base, while sequential defenders could either spawn on a mech bay or dropship. Defender dropships would only deliver mechs to the inner most area of defense, which considering that bases would be much larger with many layers of defense (this multi-layered defense over a large area should be designed in part to spread out the defenders with a large ground to cover and prevent the deathball defense that basically KILLED faction play, and could be compared to the "walls" in Attack in Titan, where there are 3 major walls and areas around each wall that can serve as mini defendable areas. As such, it also makes sense for some maps to offer 360 degrees of attackable field rather than MWO's current 100 degrees or less),
Only defenders can spawn at mechbays and yes even after being passed by attackers, it could still spawn them behind the attackers. Mechbays would be destroyable. Mechbays could appear as actual buildings or Solaris 7-esque elevators. Repair bays as such would also be destructable. Once destroyed, these cannot be used again.
Attackers would spawn via assault drop initially, allowing them to guide their descent from the sky, a task that's easier for lighter mechs than heavier ones. Once an anti-air defense system / Aerotech hangar is destroyed, then leopard runs could be made and each leopard run would drop attacking mechs about 1k meters away from the most intense fighting, getting ever closer so long as the attackers are making inward progress. If the dropship takes reasonable damage, however, it will increase drop distance from the action. Said dropship would be properly lore-armed rather than with the flimsy loadout MWO's leopards has.
(The concept went into far more detail... however there really isn't much point as we know PGI doesn't really intend to do much with it.)
Edited by Koniving, 22 February 2019 - 11:33 AM.
#12
Posted 22 February 2019 - 11:33 AM
BrownCoat84, on 22 February 2019 - 11:09 AM, said:
It really doesn't enhance those games in any way. MW3 was too easy to the detriment of the game. All the single player missions in it were less challenging than the entire MW2 series which I replayed many times. Also MW5 is a mercenary themed game. Mercs in lore were a hard scrabble and broke bunch. You need to fear equipment loss, be cautious etc for the sake of the setting. No powerups, no MFBs, etc. This is MechWarrior not Mech Assault.
Edited by Spheroid, 22 February 2019 - 12:21 PM.
#13
Posted 22 February 2019 - 12:20 PM
Reposter, on 22 February 2019 - 08:00 AM, said:
MechWarrior 3 had some sort of Repair Sequence after certain stages of a Mission.
This was in the original versions of MWO... players whined about it so it went away. Players wreck everything.
#14
Posted 22 February 2019 - 12:23 PM
GeminiWolf, on 22 February 2019 - 12:20 PM, said:
What? MWO never had anything like repair bays that could be used on the battlefield.
You must mean Repair and Rearm, which never occurred during combat where it would matter. RnR only occurred while you were browsing the game's main menu and was purely a tax that punished you for not being a coward and not using energy weapons.
#15
Posted 22 February 2019 - 01:54 PM
I am not a fan - in books repairs are made in days or 1/2 days. Even rearming would be 30 min. The MW3 repair bays were 30 seconds if that.
#16
Posted 24 February 2019 - 04:26 PM
FupDup, on 22 February 2019 - 12:23 PM, said:
You must mean Repair and Rearm, which never occurred during combat where it would matter. RnR only occurred while you were browsing the game's main menu and was purely a tax that punished you for not being a coward and not using energy weapons.
yes the pay to repair between matches is what I was referring too
#17
Posted 24 February 2019 - 04:41 PM
Spheroid, on 22 February 2019 - 11:33 AM, said:
The MFB had nothing to do with how easy MW3 was, though. It was pretty trivial even without it. I'd say it was actually a bonus in MW3, because it gave you the confidence to do weird, stupid, fun things in missions, knowing you wouldn't have to burn 25 minutes failing, reloading, rearming, and trying again.
Terrible idea for MWO still, though, given the context of the actual gameplay.
#18
Posted 24 February 2019 - 06:54 PM
GeminiWolf, on 24 February 2019 - 04:26 PM, said:
If this game had a hardcore mode, or if faction was expansive as they said it was going to be this would have been fine.
For 95% (guesstimate) of the gamers out there its just continual punishment for poor performance, that leads to even poorer performance. You wouldn't want to play this game if all the top tier pilots had fresh new equipment and you were forced to run a **** bomb missing half of its weapons or appendages because you can't perform.
Edited by Prototelis, 24 February 2019 - 06:57 PM.
#19
Posted 24 February 2019 - 08:51 PM
Angel of Annihilation, on 22 February 2019 - 09:11 AM, said:
it was great to have in ffa. since you usually had an epic fight to try to use it without dieing.
also in mwll you had to earn the bigger mechs, and keeping your mech in tact was a surefire way to stack the cbills. you could always get a new one but you would be stuck in lights and mediums for the whole match.
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