Nesutizale, on 02 September 2019 - 04:47 AM, said:
What you are proposing is basicly a new game centered around the singleplayer idea and lots of it is hopefully in MW5 but I fear it will not be.
You seem to have a short memory. That is exactly what Mechwarrior 1, 2, 3, and 4 with all their expansions were.
MWO failed to capture the RPG aspect of the franchise, the very struggle of building and maintaining a team of mechwarriors as you hop from one contract to another. HBS Battletech is trying to do that, but on a strategy perspective.
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What I was talking about is how to get a bit more out of MWO from the core promise of beeing a skill based mech-arena-shooter. So I think we are talking a bit past each other.
I think you need to relearn the history of Mechwarrior games to know it didn't start as a skill based mech arena shooter. Its an RPG with a shooting element.
Furthermore I must add, the arena shooter game genre is pretty tapped out, and the audience is still massively in love with battle royale games. BRs are very hard to beat in terms of the quality of game play you can produce from it. The problem of arena games is that they are very game mode sensitive. Team Death Match is still a heavily flawed concept --- its always about balance, balance and balance. Balance the weapons, balance the teams, balance here and that. The end result is a dog chasing its tail, and spending its entire energies on it till it dies. It traps you in a spiral where the developers consume their energy in balancing than creating content.
That's exactly why linear campaign driven games with coop are making a large resurgence. That is also why the arena game is dying --- replaced by guess what --- the Battle Royale.
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When we talk about makeing a new, more story focused game, yes we can or better should do much of the stuff you mentioned.
About the abstract pilot abilities. I think there are three kinds of people. Those who take it as is, those who don't like it but keep quite and those who refuse it.
Sure its 2/3 majority of players that you can get away with as a designer but I think when its possible to have a system that is logical in its gameworld and give you whatever you seek on the game designing side you should definitly take the route.
For Battletech you could still have pilots without abstract abilities. For example reduced screenshake, better aim or when you have NPCs with you, you could have something like inspiration so that they fight better. Getting better contracts as a merc could also be a softskill of a pilot. I bet when you think about it you could find more skills that are fitting to what a person can do better that dosn't involve breaking the physics of your world.
You can also bind softskills into the narration of the story. Maybe that pilot knows some contacts where you go next so you have better intel on the next mission.
Just because people except abstract values/connections dosn't mean you shouldn't at least try to make your game mechanics and world building fit to each other.
You can do all sorts of soft skills and all that. The pilots should be done with good art work, and hopefully nicely voiced. Its little touches like this that makes the mechwarrior player feel he's creating a virtual family of his own with his team of pilots and mechs, to essentially feel making a dropship like his home.