


Mech Academy
#41
Posted 30 May 2012 - 02:00 AM

#42
Posted 31 May 2012 - 05:55 PM
Edited by Rodney28021, 15 June 2012 - 08:08 AM.
#43
Posted 31 May 2012 - 06:06 PM
New players shouldn't be forced to start with a shiny light mech vs heavier, progressively shoddier mechs. Role warfare, remember? Light mechs shouldn't be any worse in terms of usefulness. Besides, it is likely that light mechs will require a better understanding of the game to play effectively than heavier mechs, which will be more favourable towards people who are still learning spots, maps, weapons, mechs, maneuvering, etc. Why shouldn't people get to start with their favoured style of play, either? That would favour people who enjoy speed and scouting for no particularly good reason other than perhaps 'realism' (a rather poor reason for a game based heavily in fiction).
#44
Posted 02 June 2012 - 02:38 PM
Karl Streiger, on 29 March 2012 - 11:36 PM, said:
Should there a difference between learning to pilot as child at a MercBrigade or learning pilot a mech on a Academy?
I think so - make some theoretical questions - who was the fifth Archon of the Lyran Commenwealth, what happened during the first succession war on kentares iv...so on. Based on your answers you get the patent of a specific College - for example NagelRing or NAIS so on.
Where you get your MechWarrior patent from is at least not really important but help the RPG part of the game.
Sarna is always there.
#45
Posted 02 June 2012 - 05:49 PM
#46
Posted 05 June 2012 - 08:09 PM
Interesting RPG options.
House warriors should have washout options were they can end you in a Merc organization.
Grads can start out in House militaries then live to join Merc when they want to. AWOL!!! More interesting options.
#47
Posted 14 June 2012 - 09:06 PM
With a game like MW people are gong to be wanting greater depth so simple line ups are never going to satisfy but for beginners its a simple effective trial by fire.
Also I would like to mention a phenomena I witnessed playing Eve Online is that players who were shown videos made by developers and who experienced different tutorials were heavily influenced by them as to the objectives of the game. Early players witnessed a video where a pirate attacked people in his sector and were encouraged to play that way while later entries viewed a video that encouraged them to build empires.
#48
Posted 14 June 2012 - 09:24 PM
If done right it could be a great experience. More fun than work with a few skills challenges and rewards for completion of said challenges like a stats boost (only beating the toughest level of course).
If starting the game in the academy then why not have a house specific light 'Mech that you work with from the academy?
#49
Posted 14 June 2012 - 10:55 PM
#50
Posted 15 June 2012 - 12:11 AM
A good part of the players would have taken several hours in beta versions - when the game hit the street - so for those a tutorial is be dispensable.
However players that will join later will need a tutorial. A good example is MWLL- i have played MW since MW 2 - so i thought everything is similar - well i got see sick - i turned my torso left and on the radar the indicator turned right - *** controlling inverse?
After running into buildings and trees and lot of terrain more i realized the indicator are for the feets.
Next major mistake was friendly fire - there was a guy in my sight that wasn't blue - without a look at the map i open fire. Thanks to bad skill he survived
As you see to pilot a mech is much more difficult as piloting a tank in WoT - heck you can't do hardly any wrong in WoT. Driving turning turret (3rd Person) and shooting - the only thing that was challenging in WoT were other players and to hit weak spots.
Handling a Mech however::
* piloting - with twisted torso - but 1st person
* jumping - with twisting torso - and maybe to fire weapon
* switching weapon groups
* switching radar
* achieving lock
* communication / sensor actions
* heat
- and still you need the same attributes from WoT - reading map - reaction on enemy movement - aiming for weak spots -> damaged hit zones.
Even to start at low level with a lot of gain but no punishment isn't a real choice when thrown into a battle at the very first moment.
#51
Posted 15 June 2012 - 12:22 AM
nah not really... but it could help, to bring people to actually get familiar with BTU and the "behind the scenes" stuff...
skilltests, well for training purposes, it should have no influence on a pilots career...
#52
Posted 15 June 2012 - 02:51 AM
#53
Posted 16 June 2012 - 03:57 AM
RedRidingHood, on 15 June 2012 - 02:51 AM, said:
*coughs* ...given you won´t even be able to play without a mech, the question is just " start with a mech, or the money to buy one...?"
you know that you don´t have a character walking around, hopping into his mech from time to time? *coughs*
#54
Posted 16 June 2012 - 07:52 AM
I would suggest doing it the other way round if I didn't know that it would be documented enough for people to deliberately play badly.
As for having a house af mechs per faction. Yes please, because there has to be some kind of instant in game effect of picking a faction and that sounds like the way to go.
#55
Posted 18 June 2012 - 05:32 AM
Gen0, on 16 June 2012 - 07:52 AM, said:
Because - it seams to be logical that the best warriors / soldiers got the best equipment. I don't think that there are worse players. When you are a bad player - the whole academy thing will help you.
Run the tests several times - ok sounds boring - but what is worser to run boring tests till you get a feeling for a piloting or shooting - or running "real" combat where your mech got scrapped every time.
You will hardly earn XP or credits simple because you are not fully firm with the handling - next to that frustration you get harassed by other players because you do mistakes - i mean it is no problem to do mistakes it is a problem not to fix the mistakes - but if you don't have any advice - how to fix something you didn't recognize broken - right?
I want to see a test or a row of tests where it is impossible to get 100% - you may have a good result when you got a performance of 50%.
Theoretical questions ->
identify targets
got an idea how a AC 10 at wich range deal damage
got an idea where are the weak spots of a enemy - Hunchback - thin rear armor - Dragon thin armor at the arms but heavy rear armor...
#56
Posted 18 June 2012 - 11:28 PM
I think this would be the best way to allow players the chance to feel what type of mech they are suited to before being forced into a decision.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users