Launcher
- Ready/Launch Button - A few people I've played with have stated that because the "Not Ready/Ready" button is the same colour either way they think they have clicked ready when they haven't. My suggestion is make the "Not Ready" button Red or orange so its obvious that they haven't clicked it.
- Group Launch - Make the group ready/launch function more accessible. IE menu on the side and a launch button next standard Ready button. Instead of having to go through the social menu each time.
- Lobby Chat - This is a major issue for people and having a social aspect of the game. Where we can talk to players before and after a match.
- Pilot Tree - When selecting the Pilot Tree after a match (to check how much you have or use it) I think the pilot tree should automatically take you to the mech you currently have selected as ready. Ok I know that this will only save a few seconds but its a few extra second that i'm not in a match
HUD
- Team Status - I would love to see a team status on the left (or right of the HUD). This could be a list of player names, mech and overall condition as a % (like what you get if you press Q). In the heat of battle I don't have time to press Q to see how needs help and who's ok. Having this information on the screen would help with the teams battle awareness.
Match/Gameplay
- Comms - This is a big one. The game need an inbuilt voice comms system that works. C3 is ok but it needs to work better with MWO match system which as a separate program it going to be hard to implement automatically moving all team players into the same channel. An inbuilt comm system can easily do this.
- Dead Players Comms - Dead Players can only talk to other dead players. So they can not tell the rest of the team where the enemy is.
- Lance size battles - 4v4
- Company size battles - 12v12 (3x Lance) This would fit easily on the existing maps.
- Battalion size battles - 36v36 (3x Companies) This would need the development of additional maps and would need a longer time limit of say 30-45minute match (maybe 1hr).
- Defend fort/base - One side starts in a fort/base with between 1 - 3 capture points, and the other side acts as an invading army and has to capture the base by taking all of the capture points. The capture will be halted (like it currently is) when a defender enters the capture point.
- Front-line assault - Standard team deathmatch rules apply. Fight until all are destroyed or time runs out.
- Escort Mission - Kind of says it all really. The Team has to escort a VIP in a truck or maybe a damaged mech to a grid reference and then hold of enemy attack until the time runs out. But to avoid enemy camping the spot this could be randomised for each match. Guessing you would have to implement 4-10 spots within a give map (dependant on size) and these could be changed on a bi-weekly bases so people cant get used to them. Match is won by VIP surviving till end or lost if VIP vehicle is captured or destroyed (think captured would be better saves the VIP being shot by a gauss or LRM + enemy would lose match if they killed or destroyed the VIP/Convoy)
- Commander Mode - Using the existing game type (and any of the above) either an extra player is added (9v9, 13v13, 37v37) and a random player on each side is deemed the commander of the force (they do not appear in a mech). they can view what's going on via the spectator mode (as existing player do when dead) and map display and issue orders to the team to organize them into a fighting/defending force. This would need Voice COMMS














