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Solaris Training Company


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#21 Sephlock

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Posted 19 August 2014 - 05:34 PM

ARISE, NECRO THREAD! ARISE!

Behold, the power of twitter!

#22 PANZERKAT

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Posted 19 August 2014 - 05:37 PM

I think a lot of interesting customizing for the pilot, or rather, your drop crew of engineers would rely on some form of R&R, with your team getting better and the cost going down, granting other bonuses to their chosen expertise.

Ballistics and Energy Engineers grant obvious discounts. Perhaps being able to unlock different visuals for the weapon changes of your mech? Unlockable decals per Engineer level etc.

Perhaps it's too much "free" work to become a reality.

Expandable drop ship could be where the money is, unlocking extra mech drop slots so you have a better option of mechs for that possible game mode. For example, still limited to 3 throughout the match, but your have unlocked 2 extra bays, so you have the extras to choose from to suit the battle. It's a nice compromise between people wanting to to choose mechs once they know the map and not letting that happen. I feel a blanket knowledge is a bad thing.

Not sure if actual advancement in skills for your pilot would be a good thing. War Thunder does a good job with their crew advancements and they actually effect your tank crews loading ability etc. That doesn't add a bad experience to the game.

Edited by KOMMISSAR KITTY, 19 August 2014 - 05:39 PM.


#23 bobF

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Posted 19 August 2014 - 05:38 PM

From what I've read in the past weeks and seen/played with my own eyes, the corporate entity guiding the development of this game isn't interested in expansive visions, it's interested in immediately realized revenue.

This game has already been so thoroughly monetized, and given my analysis on its past and present progression, it won't get a cent out of me. I'm interested in donating dollars to a team designing an innovative and fun product, not a couple of delta bravos who cobbled together some code monkeys to fleece chumps loyal to an IP. So, discussing new content, while you guys have been waiting for announced (and delayed) content some time now, seems like wasted effort.

#24 Lefty Lucy

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Posted 19 August 2014 - 05:38 PM

View PostSandpit, on 19 August 2014 - 05:27 PM, said:

I agree but the NPE HAS to improve if PGI truly wants MWO to grow


Has any other game managed to actually get a player base after two major events have passed?

#25 PANZERKAT

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Posted 19 August 2014 - 05:43 PM

They should have had a booth at GenCon and the other large gaming conventions. FanExpo in Toronto. Apart from being a sci-fi convention, they have a large video game tournament circuit going on in the hall, plus all sorts of miniature games etc.

You have to spend money to make money.

24 hour premium codes to handout.
C-Bill promotional code hand out.
Draws for Hero Mechs at certain times through the convention.

4 computers set up so people can make their accounts, claim their prizes, see how good the game is and play against people in the community from the con.

or...we can have sales...on colours....and..champion mechs.

If you build it, they will come doesn't apply to online games unless you put in marketing effort under your own steam. Relying on game magazines won't cut it. I assume that readership is exceptionally low.

Find places you can install MWO pods. Gaming stores with room? Pay them a moderate fee to have it set up.

Just spit balling, but the effort dictates the rewards.

Edited by KOMMISSAR KITTY, 19 August 2014 - 05:46 PM.


#26 Khobai

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Posted 19 August 2014 - 05:51 PM

I cant really see a Solaris "tutorial" helping this game at all. I see it as a waste of resources that could be better spent on more important things. Also Solaris as a setting for ranked battles would basically just cater to the top 5% while ignoring the 95% who dont care about playing competitively.

What this game needs more than anything is new gamemodes with more immersive gameplay elements and more strategic depth. And it needs role warfare so lights and mediums can contribute just as much to winning as heavies and assaults and get rewarded just as much for it.

Edited by Khobai, 19 August 2014 - 06:00 PM.


#27 PANZERKAT

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Posted 19 August 2014 - 06:01 PM

Solaris would be a game mode, with other game modes you can select inside that game mode. It would appeal to other people if there were decals, (when that system arrives), you are able to unlock through participation. There are many options for aesthetic that are open if they do a proper Solaris.That's why I wouldn't be against Solaris only being available if you have premium time. Anything gained through Solaris is only usable while you have premium time.

Simply because less people may play it, doesn't mean its not worth while. I'm sure the amount of people who buy hero mechs compared to not buying them is less. Obviously it's worth while to them.

Having the highest ranked in Solaris part of your faction/Unit could have effects on CW.

Edited by KOMMISSAR KITTY, 19 August 2014 - 06:02 PM.


#28 Sandpit

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Posted 19 August 2014 - 06:09 PM

View PostLefty Lucy, on 19 August 2014 - 05:38 PM, said:


Has any other game managed to actually get a player base after two major events have passed?

FF14 :P They had to do a complete reboot of the game after launch

View PostKhobai, on 19 August 2014 - 05:51 PM, said:


What this game needs more than anything is new gamemodes

That's exactly what's being suggested

#29 FDJustin

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Posted 19 August 2014 - 06:22 PM

View PostKOMMISSAR KITTY, on 19 August 2014 - 05:37 PM, said:

Not sure if actual advancement in skills for your pilot would be a good thing. War Thunder does a good job with their crew advancements and they actually effect your tank crews loading ability etc. That doesn't add a bad experience to the game.

Never played War Thunder. I have played World of Tanks though. Really liked the idea of crew and crew skill, but absolutely hated the way they did it. Massive penalty when switching a crew member from one tank to another? Are you kidding me? 699383 hours to grind up a skill until it actually exists, and actually does something? Complete p2w trash that leaves a bad taste in my mouth. There is a fine line between selling ease and selling win.
I like the idea. But it has to be very carefully designed and implemented, and I don't trust any game designer to pull it off.

New player experience really is kind of lacking. The tutorial is garbage. The tutorial videos should be taken down and replaced by something relevant to the times. A game mode focused mostly around integrating new players is a fantastic idea.

#30 Sandpit

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Posted 19 August 2014 - 06:31 PM

View PostFDJustin, on 19 August 2014 - 06:22 PM, said:

Never played War Thunder. I have played World of Tanks though. Really liked the idea of crew and crew skill, but absolutely hated the way they did it. Massive penalty when switching a crew member from one tank to another? Are you kidding me? 699383 hours to grind up a skill until it actually exists, and actually does something? Complete p2w trash that leaves a bad taste in my mouth. There is a fine line between selling ease and selling win.
I like the idea. But it has to be very carefully designed and implemented, and I don't trust any game designer to pull it off.

New player experience really is kind of lacking. The tutorial is garbage. The tutorial videos should be taken down and replaced by something relevant to the times. A game mode focused mostly around integrating new players is a fantastic idea.

Warthunder does it a little differently. You have to pay the equivalent of cbills (free currency) to switch a crew from one plane to another but it's generally very reasonably priced and once that crew is proficient in a plane it doesn't lose that proficiency so for instance (as an MWO example to put it into a context)

If you "bought" a pilot for say your Hunchback, that pilot would be proficient in piloting an HB. If you then moved that pilot from the HB into an Atlas, you'd have to pay for the training to become proficient in that mech with a cbill amount. If you switch that pilot back into an HB at some point he would still retain proficiency in the HB without having to pay again. Same with the Atlas. Once the proficiency training is purchased, it's permanent.

Now I'm not suggesting anything like that for MWO but being able to customize our characters a bit would be great. Heck, even being able to change your uniform, gloves, etc. to add a little personal flavor would be great.

#31 Foksuh

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Posted 19 August 2014 - 06:40 PM

I'd be surprised if something like that ever happened, even though it'd serve the game, it's players(especially new ones if implemented as tutorial/practice) and a map like that could even be used in tourneys.

But we all know it's much better to push out more cockpit items, hero mechs and whatever, instead of doing some good for the game :I

#32 FDJustin

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Posted 19 August 2014 - 06:40 PM

That could be alright then, Sandpit. And yeah, I wouldn't suggest pilot characters. Although I'd be a little more OK with the constant screen of DEAD (Should it be KIA?) due to inability to escape the battlefield.

That's just an immersion thing for me though.

#33 Sandpit

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Posted 19 August 2014 - 06:59 PM

View PostFDJustin, on 19 August 2014 - 06:40 PM, said:

That could be alright then, Sandpit. And yeah, I wouldn't suggest pilot characters. Although I'd be a little more OK with the constant screen of DEAD (Should it be KIA?) due to inability to escape the battlefield.

That's just an immersion thing for me though.

Yea I wouldn't want it to be used to add a "pokepilot" feel, just something that could add an RPG type element to us as pilots. Then we could customize our pilots to our play style and gain advantages to those and play to our strengths as individual players more.

#34 PANZERKAT

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Posted 19 August 2014 - 07:44 PM

Having decorations you can earn that you slot onto your uniform with different bonuses.

Lots of interesting things.

#35 WmLowFlyer

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Posted 19 August 2014 - 07:48 PM

View PostBiglead, on 16 August 2014 - 05:33 PM, said:

Agreed! Education of the masses can only make this game more enjoyable.



You mean like tutorials?

Yeah. Those would be helpful.

#36 Sandpit

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Posted 19 August 2014 - 08:09 PM

View PostWmLowFlyer, on 19 August 2014 - 07:48 PM, said:



You mean like tutorials?

Yeah. Those would be helpful.

Tutorials are just one part of it. That's part of the problem with PGI in general (in my opinion anyhow)
Tunnel Vision

No singular thing is going to fix anythign in this game. There's just too many variables (including, but not limited to; player skill, customization, weight class selection, chassis selection, etc.) for any one thing to balance MWO. It takes a comprehensive view that uses a "multi-pronged attack". Lots of players aren't going to play through a tutorial. They're just one aspect of the NPE. I agree wholeheartedly but I think there's got to be more than JUST tutorials

#37 Sephlock

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Posted 19 August 2014 - 08:30 PM

View PostSandpit, on 19 August 2014 - 08:09 PM, said:

Tutorials are just one part of it. That's part of the problem with PGI in general (in my opinion anyhow)
Tunnel Vision

Or maybe you just have island vision!

#38 Draxist

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Posted 19 August 2014 - 09:37 PM

I know this is supposed to be a discussion thread, but I will just simply say this because I need sleep.....

where do I sign to say yes to the above? besides a "training arena" and potential "twitch arena", Solaris would give more built in options for the game, adding just a tiny bit of variety which is available to the BT universe and oh so needed to keep anyone playing.

lets make it happen!

#39 Sandpit

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Posted 20 August 2014 - 02:55 PM

View PostDraxist, on 19 August 2014 - 09:37 PM, said:

I know this is supposed to be a discussion thread, but I will just simply say this because I need sleep.....

where do I sign to say yes to the above? besides a "training arena" and potential "twitch arena", Solaris would give more built in options for the game, adding just a tiny bit of variety which is available to the BT universe and oh so needed to keep anyone playing.

lets make it happen!

you just did :)

Alternatively feel free to get others to chime in on this as well. I've already got Niko's approval to revive this thread so I know it's at least being peeked at once in a while.

#40 Alistair Winter

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Posted 20 August 2014 - 03:04 PM

Anyone who knows me will know that I like a bit of PGI-inspired satire and sardonic comments as much as the next forum dweller. But I would still ask everyone from refrain from spamming this thread with that stuff, since Nico actually went to the trouble of necro'ing it and Sandpit intended this as constructive discussion.

I'm sure this is hypocritical of me, as I will often derail other threads with my silly jokes, but the point stands nonetheless, I hope.

A Solaris tutorial ladder would be absolutely fantastic. Two birds with one stone. Tutorials are sorely needed, and Solaris would be extremely popular, I think. There's so much stuff in this game that people don't learn until they've played for weeks or months, due to the lack of tutorials.

The idea about some Solaris chat lobby or even letting players help new players in Solaris mode is particularly awesome. And if there was some way of giving an "upvote" or "commendation" or "karma bonus" to members who help out the new guys, that would be even better. Not strictly necessary, I'm sure. The New Player forum has always benefitted from certain members who spend a lot of time helping new guys, with no thought of rewards. But a special "training instructor" title for some people would be pretty sweet.

Edited by Alistair Winter, 20 August 2014 - 03:09 PM.






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