Two Things I Think Would Make The Game More Fun
#1
Posted 23 April 2019 - 10:26 AM
Random # of players per side (4, 8, 12)
#2
Posted 23 April 2019 - 10:28 AM
#3
Posted 23 April 2019 - 10:33 AM
Random spawn points... that's doable. I doubt it'd be truly random, but say setting up 3 to 5 sets of spawn points (so 3 lance points per side per set) and having the map pull a random "use set 3" and bam Alpine Peaks is played South East versus North West.
The same could be done for turret locations on faction play.
The only chance in hell that random player numbers ever would have happened, is in this scenario which garnered 131 likes here, and another 70+ likes when reposted elsewhere.
Its a fun...but depressing read of what faction play could have been.
#4
Posted 23 April 2019 - 10:41 AM
That said; 12 v 12 is hardcoded. I don't expect it to change.
Dropships are also apparently hand animated, so the primary barrier to random spawn locations is that they aren't going to develop an AI or pathing for different drop locations. I for one am okay with pop-in spawns, especially in faction play.
Edited by draiocht, 23 April 2019 - 11:29 PM.
unconstructive
#6
Posted 23 April 2019 - 12:06 PM
Edited by LordNothing, 23 April 2019 - 12:40 PM.
#7
Posted 23 April 2019 - 12:38 PM
biggest issue is the whole spawn system is borked. dropships are all on static animation loops. the need to minimize wait times between drops has them dropping one or two mechs at a time. a full lance is better because its more resistant to drop farming, and its also more realistic. you aren't going to risc losing a dropship to bring a lone flea into battle.
you start with alpha bravo and charlie lances. when four players die, a new lance called delta (echo, foxtrot and on down the phonetic) is made and a new dropship dynamically goes to whatever to drop its load. wherever could be a drop zone, a resource base, a firebase or other capable strategic location, even a marked location. say the unit commander drops smoke and all of the sudden you have a reinforcement lance there.
take it a step farther with open games, new lances queued up and end up dropping on the same map royal rumble style one at a time whenever there is an opening. when you die queue back up or pick another mech from your deck. keep the loop running and have games that never end with a minimum of wait time between drops.
#8
Posted 23 April 2019 - 12:38 PM
But not just forward bases, have other capturable objectives too that all provide strategic advantages for owning them, like mech repair bays, airfields, satillite uplinks, vehicle depots, etc...
The biggest problem with this game is the lack of a fully immersive map/gamemode with objective based play and multiple ways to win. And also incorporates other elements of battletech besides mechs (like aircraft, bases, vehicles, etc...)
Its what faction warfare shouldve been but failed to be.
Edited by Khobai, 23 April 2019 - 12:42 PM.
#9
Posted 23 April 2019 - 12:42 PM
Khobai, on 23 April 2019 - 12:38 PM, said:
But not just forward bases, have other capturable objectives too that all provide strategic advantages for owning them, like mech repair bays, airfields, satillite uplinks, vehicle depots, etc...
The biggest problem with this game is the lack of a fully immersive map/gamemode with objective based play and multiple ways to win. And also incorporates other elements of battletech besides mechs (like aircraft, bases, vehicles, etc...)
sounds like living legends.
#10
Posted 23 April 2019 - 12:46 PM
LordNothing, on 23 April 2019 - 12:42 PM, said:
sounds like living legends.
MWLL did a lot of things better than MWO. PGI shouldve incorporated the best parts of MWLL into MWO. MWO wouldnt suck as much then.
Wed still have poor optimization, game crashes, bugs, poor balance of mechs/weapons, etc... but at least wed have bigger maps and a decent gamemode. instead of all these small to medium sized maps and gamemodes that have existed since the game was in alpha testing...
Edited by Khobai, 23 April 2019 - 01:07 PM.
#11
Posted 23 April 2019 - 02:07 PM
Edited by MW Waldorf Statler, 23 April 2019 - 02:07 PM.
#12
Posted 23 April 2019 - 09:55 PM
LordNothing, on 23 April 2019 - 12:06 PM, said:
Short and to the point. /bread.
Khobai, on 23 April 2019 - 12:46 PM, said:
MWLL did a lot of things better than MWO. PGI shouldve incorporated the best parts of MWLL into MWO. MWO wouldnt suck as much then.
Wed still have poor optimization, game crashes, bugs, poor balance of mechs/weapons, etc... but at least wed have bigger maps and a decent gamemode. instead of all these small to medium sized maps and gamemodes that have existed since the game was in alpha testing...
Yeah but LL looked freaking ugly.
#13
Posted 24 April 2019 - 12:55 PM
RickySpanish, on 23 April 2019 - 09:55 PM, said:
more because it appeared that the board ate my post like it sometimes does and i accidentally reposted it, than anything anyone else did. probably should have made that more clear.
RickySpanish, on 23 April 2019 - 09:55 PM, said:
except for the maps. maps everywhere. lots of maps. maps maps maps. the mech models could have used some work though. pgi did that part right, but where are the maps? i want pgi's mechs and mwlls maps. if pgi would open up map dev to the community you would see a lot of maps get ported over.
Edited by LordNothing, 24 April 2019 - 01:04 PM.
#14
Posted 24 April 2019 - 04:07 PM
#15
Posted 24 April 2019 - 04:12 PM
Quote
1 - More Urbies!
2 - Urbies with nukes!
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