Role Based Warfare - Not a race to the top: Partially met.This remains to be seen. Right now in an 8v8 open-mech style, teams will likely take mostly assaults. Thus, it is a race to the top in essence. While a light can do serious dmg to an assault, assaults are still the most heavily armored, heavily gunned mechs, and the Assault mission type, caters to these mechs and them turtling against any lighter force. But with the other gametypes, bigger maps, and more open maps, things could change a little. However, MechWarrior has always succeeded because of player generated ladders/leagues which limited tonnage or class-type that you could take into a match. It remains to be seen what MWO ends up doing for community warfare.
Get the feeling of being in a mech: Mostly met. So far PGI has done a better job than the other games, due to the added detail in the cockpits. It looks like they have further plans for the control panels, so we'll see what they do. However, with their potential plans to add a 3rd person option, this goal will not be met.
Regular content updates: Partially met. There will be regular content updates, but PGI's schedule has shown that it will be approximately 6-8 months, before we get the level of content that people would have received for a AAA release. PGI is slow at issuing new content, and thus this goal has not been fully met yet.
Close to the spirit of Battletech: Partially met. The main struggle here is that 'stock mechs' are not feasible in any way, because they were not adjusted based on the increased armor. However, the game, when you all have custom mechs, does have a good Battletech feel. Mechs lumber around, others dance. It takes skill and coordination to take down mechs fast (compared to MechWarrior 4, mechs in this game have far more armor damaged before-death, whereas in MW4 you might just have your CT or RT dmg'ed, if you played good teams).
City-combat like never seen before: Not yet implemented. While the city graphics are better, there is nothing done to have city combat be different from what we had in MW4, other than that its even less-city'ish. In MW4 we had taller buildings, and less long open lanes, which meant intense brawling. However, this is partly because there is little trade-off in taking long range weapons on a city map. They work very effectively, if not more so, than brawling weapons. With no destruble environments (where is the glass shattering, or buildings crumbling, bridges collapsing?), we just don't have anything that screams next-gen, other than pretty graphics. While this is okay, it means that PGI did not meet this goal.
Large maps: Not yet implemented. Currently we have FPS-shooter sized maps. These maps are much smaller than we had in past MechWarrior games. They have one in development, but even then, that's just one.
Commander Abilities: Not yet implemented. Few announcements about this recently, other than in PC gamer.
Community Warfare: Not yet implemented. PGI has not been very open about what to expect. According to their last update, it should be here in the next few weeks. But since they haven't made many announcements about it, we can only expect that they've encountered many delays.
Edited by TheMagician, 15 November 2012 - 07:50 AM.