- Trial Mechs operate outside the normal rules. This creates an incomplete experience for new players, a mechanic that can be taken advantage of by experienced players and a source of frustration for those wanting team mates who are playing to win in Pick-Up Groups (PUGs)
- Trial Mechs drop a new player into a PvP game with no experience on the part of the player. Often with a mech that cannot manage heat effectively. This can only be frustrating to a new player and its the only option they have.
- Trial Mechs do nothing to teach a new player to play.
My Idea is simple.
(NOTE: This is no longer simply my idea, I have incorporated ideas from the thread below into my original post. Thanks everyone for your feedback. I will continue to read through the posts and add additional ideas to the main post at the start of the thread.)
Have an AI driven training camp new pilots go through. The following would be a suggested course availability in one of 4 mechs (use the same mechs that were available in the legendary founders). The player would get 1000 MC and 1,000,000 CBills for completing the training with each mech. They would be required to go through it on at least two in order to have enough to purchase a mech. The basic concept of a training area seems to be universally desired.
NOTE: Many have suggested that AI would take to long to code, and that it is not needed as some stationary targets that can be shot at on the run would be effective. I still believe that AI is the best option, but if that is not being coded for anything else then leave it out, give us some stationary or targets or even a mech that just runs around in a circle with no intelligence to shoot at in that case.
- Course 1: Piloting: The AI takes the pilot through the keys needed to move, then has the pilot running an obstacle course, next part they must run an obstetrical course while targeting items that are directly in-front of them and the third part run the course while targeting objects to the left and right of them.
- Course 2: Weapons & Heat: First, walk them through grouping weapons and chain fire verses alpha strikes. have them fire both a bit so they can see the difference in heat. Talk about heat management as well. Second part, same obstacle course with targets in front of mech, they must score so much damage on the targets, third part targets off to the left or right and the same damage must be scored.
- Course 3: Open Battle with 3 AI mechs, 1 at a time in three waves. first being a stand around dummy and the last being a good mover, all with limited offensive attacking.
- Course 4: Mech Lab: Mech customization course. Section 1 would be on the GUI, section 2 on critical slots, section 3 on upgrades, section 4 on hard points and section 5 on pilot skills and modules.
If you run through the course on each size of mech you end up with 4k MC and 4mil CBills to buy and customize your first mech.
ADDED NOTE: The idea (which occurred in multiple posts as of this edit) to extend this practice area, not only to new players but to the entire player base is an excellent one. This would provide a place for players to test designs against heat, or weapon damage. Having simple text that came up on target to show the damage, or targets with Mech Rag dolls that would show you where you hit when you fired a weapon at it would be great. One could then take in any mech they own.
TRIALS ADDED NOTE: Many people brought up the point that it would be really good to have trials PUGS go up against other TRIAL pug groups only. This would solve several problems with trials (including suicide trails in full games) and allow everyone to have a more equal footing when running trial Mechs. Also a great idea.
REWARDS NOTE: Some brought up that the rewards were to much. The exact amount of the reward should be designed to allow a player to get a Mech and do a fair bit of customization. The idea is to get them hooked so they want to spend more while having the full experience of the game. Other concerns were that new players would get the start up money and others who worked for there start-up money would get nothing, or that people would spam new accounts and somehow transfer funds around or otherwise abuse the system.
This system would have players trained to play the game and playing to win from the start. They would have one mech, fairly well outfitted to start with, which is far more likely to draw them in to buy a second and third of the same chassis and then additional chassis down the line.
I am going to give this thread another day, then close it. At that point I will write up a post in the suggestion forum that combines many of the ideas into something a bit more concise.
Edited by Niko Snow, 16 April 2013 - 04:46 PM.