And some bug fixes worked great, like the game exits properly when quit now. Although it still crashes to the desktop, which happens if I run too many games without restarting the client.
And there are video glitches. Again restarting the client helps. And the overheated hud thing where you have to power down and back up to clear...
But the point of this post, and sorry if it's in the wrong place, is more to express some possible solutions, and some desires on top of the normal bug fixes. Yes please fix the bugs, but also consider adding some of these concepts or improvements.
One of the biggest non-bug related issues is the disorganized mechlab and other screens. Yeah it works, kinda, but it's a mother figuring it out. I'm an old MW vet and I kind of knew what I was looking for, but it took awhile, and I just found out for example that I could sell items from the mechlab without adding them to my mech. A rollover help or tips option would go a long way to making it easier for non-mechwarriors to learn and use. And for the rest of us when you make changes, won't have to go trying to find things. Turning tips off after you get it figured out would be a nice part of that.
Personal messaging would be a nice feature in the game.
Being able to add a pilot to my friends list in game would be another nice feature.
Sounds should trigger detection as well as sightings for targeting purposes.
I would REALLY like to see a lot more environmental interactions like: Trees should crunch loudly when they get stomped through. Then, you could sneak through a forest, but you better be darn careful, or you'll make a racket that can be picked up by other mechs if you start knocking trees down. It might be a fun place for scouts to roam but if your not a careful pilot, well, you'll get caught if you go running into trees at flank speed.
Trees and some buildings should be able to be gradually, or partially, cleared, perhaps by flamers to removed cover but not the resistance to movement.
With enough damage however, along with the accompanying racket it would make, the trees and buildings could be shot down completely, changing the topology, since once they are down, they no longer hinder movement.
Shooting someones cover away would deter all but the most skilled snipers.
Same thing with buildings. If you are in a light mech trying to sneak up on an enemy position across the city, even having ECM should not preclude other mechs from detecting you crashing against buildings as they crumble as you run into them.
On a more technical note... In randomly grouped matches, if someone for any reason gets disconnected, the remaining group shouldn't have to suffer from an uneven match. Here's a possible solution.
First, if there is no activity for more than say 5 minutes, then the pilot gets dropped and someone else has the option to join. So adding players into an already running match would have to be enabled for this idea. The server should already have the mechs stats, and the only difference would be the pilots experience.
Also, you would have to display a real-time list of disconnected mechs, and make it available that everyone waiting for a group could see.
If a pilot choose to, they could play one of those mechs in that list, and join a group with en "empty" mech.
So if you have master skills in a "Open" Catapult variant that is in the list, for instance, then you get the benefits of the bonuses in that mech.
To put it another way. If we could get a list in the social area, a list of abandoned mechs, then we could drop into any "open" mech who's pilot has been disconnected. When you hit Launch, you're put into that mech. So anyone who is waiting to group, can see this list of available mechs on the server at that time, and gets a choice of what mechs are available to launch into.
The experience points and Cbills at the end of the match would then go that pilot and that mech for that drop. The original pilot that launched the game, with that mech variant, gains nothing, but the new pilot does.
For the people in the queue waiting for a match, a game timer next to each mech would be nice, so you would know how far along a mech is in a match.
Edited by Bronurstomp, 16 November 2012 - 11:26 PM.