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How great would massive persistent worlds be...


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#21 CocoaJin

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Posted 06 August 2012 - 09:26 PM

The capture mechanics is the biggest obstacle, but once you build that out, its basically rinse and repeat for each planet. Just like no one has to manage each skrimmage match, each planet and/or its resource sites would basically cycle through ownership as one sides grabs it from another.

The various patrols, convoy protection, etc, etc could provide resource and c-bill "pharms" for those on the planet. Presumably, ownership of the planet of regions of it would facilitate access to these "pharms", but even a small group scouting player forces on th eplanet and raiding AI convoys and patrols could "pharm" resources and c-bill from them(though likely in smaller pay outs).

#22 Holy Franck

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Posted 06 August 2012 - 10:15 PM

I agree, it would be a great game, the question is, will the player be patient enough to live with the bug, or to begin with a skeletal shape world and have some adding system for more block of map to be added...I guess a way of doing it would be block adding part of the map. it would allow player and programmer to see the world come alive without the long wait of a single upload and the map would be playable in the process maybe not as a persistence world in the beginning but as separate battle map....multiple separate battle map.. (English mistake aside)

#23 CocoaJin

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Posted 06 August 2012 - 10:56 PM

They could likly make planets procedurly built, then drop in major points of interest and thier surrounding areas, then "color" the world based on a design theme. Massive worlds wouldnt have to be actually massive, just large and open. Like ARMA scale(maybe bigger)...not World War II Online massive, not even Star Wars Galaxies big.

An ARMA scaled planet wouldnt require releasing it in pieces. This way they can build more planets to fight over. Dont get me wrong, bigger would be better, but they can start "moon" sized and evolve toward larger planets as thier proffiency in building them inproves.

#24 Adridos

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Posted 07 August 2012 - 12:45 AM

View PostCocoaJin, on 06 August 2012 - 10:56 PM, said:

They could likly make planets procedurly built, then drop in major points of interest and thier surrounding areas, then "color" the world based on a design theme. Massive worlds wouldnt have to be actually massive, just large and open. Like ARMA scale(maybe bigger)...not World War II Online massive, not even Star Wars Galaxies big. An ARMA scaled planet wouldnt require releasing it in pieces. This way they can build more planets to fight over. Dont get me wrong, bigger would be better, but they can start "moon" sized and evolve toward larger planets as thier proffiency in building them inproves.


Do you know how high the requirements of the ArmA 2 are? That's because it streams the whole island at once.
If you tried to make such big island with CryEngine 3, things like 12 core processors and top notch GPUs in SLI setups would be required to run the thing.

#25 CocoaJin

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Posted 07 August 2012 - 08:10 AM

View PostAdridos, on 07 August 2012 - 12:45 AM, said:


Do you know how high the requirements of the ArmA 2 are? That's because it streams the whole island at once.
If you tried to make such big island with CryEngine 3, things like 12 core processors and top notch GPUs in SLI setups would be required to run the thing.


I play ARMA 2 mods with a Core2Duo 3.0 ghz and a Radeon GTX260. That being said, then dont use a model that streams the whole map for the player at once. World War II Online had a half-scale model of Western Europe encompassing the SE area of the United Kingdom, west to West Germany, south just north of Paris and north through the Netherlands if I remember. It also allowed for visible ranges for ground units out to 5km...greater for ships and aircraft.

The map was divided into supercells, you only pulled terrain data from your hard drive as you transitioned the supercells. Though the server tracked all units on the map, the player only recieved data for players within a certain range, you only drew units client side within a shorter range, and your client had a 64 player limit for units it would draw in.

This was done with what some would say was a poorly optimized game engine and hardware tech from 2001...I think we could pull it off again with even better results in 2012.

Talk about immersive, I used to fly 3 hr bomb raids that consisted of a formation flight with other bombers from England to the German Ruhr Valley, drop my payload from 10,000ft on a factory and then land in Belgium after evading enemy interceptors flown by other players.

A BattleTech persistent world model wouldnt require planet maps come even close to that!. One supercell on that game was likly ARMA map in scale. Honestly, a map requiring 30 minutes for a light mech to transit would likly be your biggest planet, smaller moons could be 15mins to cross. In WWIIOnline, a group of guys drove a German trrop transport for 6 or 8 hrs from Belgium to the Alps(this was before fuel limits)...that was in 2002.

Edited by CocoaJin, 07 August 2012 - 08:19 AM.


#26 Xeen

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Posted 07 August 2012 - 12:28 PM

This is what we need. We can discuss it till we are blue in the face... the how and why. But this would be Mechwarrior.

#27 CDLord HHGD

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Posted 07 August 2012 - 01:25 PM

View PostStickjock, on 03 August 2012 - 11:54 AM, said:

Great ideas... but since we don't know HOW they're going to implement the Community Warfare, we'll just have to wait and see what they give us...

Yeah. Has there been ANY discussion or revelations on how the community and PvE (if any) content will be integrated??

#28 Edgaro Gilardeno

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Posted 07 August 2012 - 01:34 PM

ok people, this is a long reply.
so megaworlds would be incredible.
HOWEVER.
a infinate world may not be possible,
but a smaller, yet BIG world, for every faction.
and maybe another world for freelance mercs.
in every world there should be a platform that takes you to a different world, and you spawn a long way from the enemy base.
and i dont know if there are long range weapons, and if they are powerfull.
but if the long range weapons are not the best, then increase the power, so snipers are a REAL threat.
ill post more later maybe.

#29 CocoaJin

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Posted 07 August 2012 - 03:13 PM

My only concern, would be that a truly powerful sniper weapon not be a laser. I'd rather a particle/matter based weapon that requires flight time(increase th eneed for skillful use), and that the particle weapon by nature, leave a distinguishing tracer/trail back to the firing mech...a PPC already does this.

#30 Xeen

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Posted 08 August 2012 - 11:09 AM

Back to page 1, this thread cannot die

#31 CocoaJin

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Posted 08 August 2012 - 02:09 PM

Ha, thanks for the support ;)

#32 DrReaver

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Posted 08 August 2012 - 07:43 PM

Bump,
I think Devs should at least acknowledge the fact this is what the fan base wants. Bottled battles are fun and should be included as an instant action kind of deal but should not be main attraction.
If the scale at which the OP is referring to is beyond the scope of what Devs can produce, a scaled down version would be great. This should be within the realm of possibility, I mean we don't even have destructible environments....
In any case I imagine as we move forward in beta some of these questions should be answered, I wish We The TESTERS, had a way to provide more input to the final product.

#33 CocoaJin

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Posted 08 August 2012 - 08:04 PM

Sticky request maybe?

#34 Geadron Kane

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Posted 09 August 2012 - 01:33 AM

Maybe at certain experience levels players could be eligible for an mmorts command system where commanders are given xp for the completion of orders by players. Players would receive extra xp for completing these orders in a timely matter.

#35 CocoaJin

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Posted 09 August 2012 - 07:55 AM

View PostGeadron Kane, on 09 August 2012 - 01:33 AM, said:

Maybe at certain experience levels players could be eligible for an mmorts command system where commanders are given xp for the completion of orders by players. Players would receive extra xp for completing these orders in a timely matter.


Yes...yes..I like it, make it so! So players can place scout/patrol areas, Inititate attacks on facilities, request re-supply by AI convoy.

#36 Xeen

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Posted 09 August 2012 - 08:16 AM

It sure can start with a small scale version that can be expanded over time. Start with some major hot spot type worlds, several on each border and a couple periphery worlds and then expand from there. With a simple world creator program there is no reason they couldnt create the hole galaxy. Just need some server horse power.

If they keep it with bottle battles it will end up like Star Wars. Boring as hell. With a nice expanded universe you will have somthing like Eve and WoW combined. Good instant battles for the people who do not like or have the time for large scale action. Then of course universe conquoring for those serious Mechwarriors.

Merc units can earn Land Grants from the houses they serve and comit to. Units that dont want that can either travel free, or take land in the periphery or the Chaos March (when its created).

We can have house units that serve their houses to full extent with no worries of supplies and the like. Then we can have merc units that have to count armor points. With enough cash units can own multiple Dropships and even Jumpships.

Sticky this topic and lets expand the ideas for it. A persistant Mechwarrior universe is a mega game waiting to happen.

#37 NocturnalBeast

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Posted 09 August 2012 - 06:08 PM

No, please keep the game focused on PVP scenarios, this will make it easier for new content to be added regularly and it will keep the patches smaller and less buggy. A separate single player game like "mechwarrior 5" would be cool though.

#38 Waid

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Posted 09 August 2012 - 07:35 PM

If that's what you want, try something closer to Planetstrike 2. Nobody is quite at the level of gameplay your talking about yet. Several people have suggested similar ideas, but it is VERY hard to balance a game that would incorporate Everquest/Eve style sandbox interactions and yet be a game that focuses on 'fairly balanced' pvp combat. Endwar and Chromehounds both attempted different aspects of this system and both failed to gain popularity because of balancing issues and, more importantly, a lack of regular updates from the developers.

If this game remains popular and keeps a solid player base over several years, something like this could be implemented gradually. Similar to how Eve Online is constantly attempting to move towards fully intractable planets and space stations.

The current 'Holy Grail' of gaming is some sort of MMORPG that involves leveling up, obtaining new skills and better items, and engaging in fair and balanced PVP in an FPS/TPS style. The game would offer both 'open world pvp' and 'arena pvp' systems and would allow groups of players to fully interact with their environment, create bases, create factories, create mining factories, exc.

It's not an easy thing to do. The balancing issues are a nightmare. Everyone wants their pvp experiences to feel like the Campaign/Multiplayer of Halo or Call of Duty, but they want their 'single player' experiences to feel like wow/Halo-campaign but with the choices of the players having lasting effects. Something along the lines of the Goosebumps 'choose your path' books, but incorporated into a 'quest' system.




anyway... you have a good idea. But honestly, I'm happy with what MWO is already offering me. It's exactly the kind of game I've been missing in my life for the past 3 years.

#39 Keifomofutu

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Posted 09 August 2012 - 09:32 PM

While one big instance with a few cities and multiple installations would be awesome(In particular this could be an idea for fighting over core worlds) I don't see something like this happening soon. Still I agree mechwarrior would lend itself to something like this very well. It would put the MM in the MMO as it were. Because right now we basically have counterstrike with mechs. It would also be a good excuse to introduce some of the the tank or air assets of mechwarrior as NPC vehicles.

Unfortunately I wouldn't expect something like this soon as just having the maps for the small battles for community warfare is going to be a lot of work. Still I hope the devs might consider something like this in the future as it could really extend the lifetime of the game.

#40 Xeen

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Posted 10 August 2012 - 08:15 AM

View PostWaid, on 09 August 2012 - 07:35 PM, said:

If that's what you want, try something closer to Planetstrike 2. Nobody is quite at the level of gameplay your talking about yet. Several people have suggested similar ideas, but it is VERY hard to balance a game that would incorporate Everquest/Eve style sandbox interactions and yet be a game that focuses on 'fairly balanced' pvp combat.


There is no need for balanced pvp. Balanced Mechs sure... But balanced pvp is kinda lame. There is no reason to balance the numbers. Ive done many fights in Eve as the underdog and win. Also if you know your the underdog, you can do hit and run type stuff and have a blast doing it. There is no need for the planets to be massive either.

View Postquasihuman, on 09 August 2012 - 06:08 PM, said:

No, please keep the game focused on PVP scenarios, this will make it easier for new content to be added regularly and it will keep the patches smaller and less buggy. A separate single player game like "mechwarrior 5" would be cool though.


If thats all you want then play Living Legends. Its done and ready to go... and Free. Granted this will be free, but there will be updates and such that need to be paid for.





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