the reasons for this are many. first of all you waive the engine fees right off the bat, and most of your assets already exist in the unreal engine instance. you got that fancy procedural generation that can make maps a bit more affordable to produce in large quantities. you just need to produce the multiplayer elements of the game.
secondly you can take what you learned about mwo and make its sequel a lot more sustainable for the long term. for example designing future proof maintainable code which needs to be serviceable for a decade or more. avoid the problems of buckets, modes, faction play, progress perpetually being a mere boil on the buttox of mech packs.
thirdly, proper monetization. out the door the game needs to have more ways of liberating the consumers of their cash. more purchasable content. first of all is a lot more customization. more equipment and weapons that needs to be bought. then throw in variants of those. other equipment like drop ships, other supplemental ground and air npc units. bases, infrastructure, territory, factories, research facilities, etc. all things that you can charge a premium for.
Edited by LordNothing, 12 August 2019 - 12:21 AM.