

Would YOU like to see a tree for Vehicles?
#21
Posted 15 June 2012 - 06:53 AM
#22
Posted 15 June 2012 - 06:54 AM
#23
Posted 15 June 2012 - 07:10 AM
It's gonna be tricky to pick the 'right' content because there is a lot available.
#24
Posted 15 June 2012 - 07:11 AM
The adding Anything but mechs until the clans come to play would be a mistake...make people LEARN the mechs first without catering to the Tread jockeys too, otherwise youll get an overabundance of tanks on the field to mechs eventually i think, same with Aerospace and VTOLS
#25
Posted 15 June 2012 - 07:14 AM
Also, I could see sending out vehicles as a command tree perk, like air or artillery strikes.
#26
Posted 15 June 2012 - 07:23 AM
As for tanks, vehicles, battlearmor and infantry. I have a completely different idea here. Since these are more direct combat vehicles I'd prefer to see them on the battlefield with the mechs. Allowing us to buy infantry/vehicle assets and command them on the field would be very interesting. Everyone could buy 1 or 2 slots to fill with ground support. Then they could buy assets just like they can buy mechs. Infantry would be cheap to buy and maintain, while vehicles and tanks would be considerably more expensive. Battlesuits (when we get them) could ride on mechs. These assets would respond to simplified commands. You could have them follow you, assign them to defend a target or area, you could tell them to attack targets. Some could even have additional commands like infantry being able to dig in to increase defense, or certain vehicles deploying to increase attack abilities.
Light mech pilots could pick some light, quick assets to back them up. Or maybe some support vehicles that would increase their radar range and help them locate targets. Or maybe they want to take a couple heavy tanks and try to lure scout killers into a trap. Or maybe they'd take a couple missle carriers into the field and provide their own long range support.
Think of all the tactics you could add.
You could even have a seperate unit command experience system that would unlock forces that you could recruit.
I think it could be a very interesting system...but honestly, I'd put it on the back burner for now.
Launch the game, fine tune things, do the clan invasion, retune, then do the vehicle thinng as an expansion like the clan invasion.
Forgot to add a secondary effect of the vehicles. If your mech is blown out from under you, your direct control could then change to one of your other assets. This would mean that getting head sniped early or that bad luck descision to follow that light mech into a trap wouldn't be so devestating. As for infantry/battlesuits, you'd control one and the others would follow you...if your guy dies, you simple jump to another.
#27
Posted 15 June 2012 - 07:27 AM
That idea is pretty neat. I'd just suggest to throw a swarm AI into the mix to make them at least more difficult to hit/dangerous. AI rarely holds a candle to human players in FPS games, unless it is cheating blatantly.
#28
Posted 15 June 2012 - 07:32 AM
I think any vehicles should be AI controlled and part of a commanders skill set (call in air strike, call in artillery, call in armor support). I have no desire for player manned vehicles other than tanks (its bad enough they may be piloting urbanmechs)
#29
Posted 15 June 2012 - 07:34 AM
Rixx, on 15 June 2012 - 07:23 AM, said:
As for tanks, vehicles, battlearmor and infantry. I have a completely different idea here. Since these are more direct combat vehicles I'd prefer to see them on the battlefield with the mechs. Allowing us to buy infantry/vehicle assets and command them on the field would be very interesting. Everyone could buy 1 or 2 slots to fill with ground support. Then they could buy assets just like they can buy mechs. Infantry would be cheap to buy and maintain, while vehicles and tanks would be considerably more expensive. Battlesuits (when we get them) could ride on mechs. These assets would respond to simplified commands. You could have them follow you, assign them to defend a target or area, you could tell them to attack targets. Some could even have additional commands like infantry being able to dig in to increase defense, or certain vehicles deploying to increase attack abilities.
Light mech pilots could pick some light, quick assets to back them up. Or maybe some support vehicles that would increase their radar range and help them locate targets. Or maybe they want to take a couple heavy tanks and try to lure scout killers into a trap. Or maybe they'd take a couple missle carriers into the field and provide their own long range support.
Think of all the tactics you could add.
You could even have a seperate unit command experience system that would unlock forces that you could recruit.
I think it could be a very interesting system...but honestly, I'd put it on the back burner for now.
Launch the game, fine tune things, do the clan invasion, retune, then do the vehicle thinng as an expansion like the clan invasion.
Forgot to add a secondary effect of the vehicles. If your mech is blown out from under you, your direct control could then change to one of your other assets. This would mean that getting head sniped early or that bad luck descision to follow that light mech into a trap wouldn't be so devestating. As for infantry/battlesuits, you'd control one and the others would follow you...if your guy dies, you simple jump to another.
I really like this idea. Allowing players to purchase support assets could really add some interesting twists to how people play.
Stationry probe stations that can be set up
Repair trucks to patch armor
Etc...
#30
Posted 15 June 2012 - 07:36 AM
1: It's quite time and resource intensive to design, and incorporate new elemements into an already built game, especially interactive elements like player controlled vehicles.
2: You're basically talking about incorporating a new game into an existing one... this isn't done save on the most superficial levels usually.
3: This game is about Mech warfare, not wholesale innersphere battles. Adding vehicles into this mix will detract from the game as it has been conceived and designed.
4: Look at the main competitors in the F2P MMO segment of the game industry and you'll see a commonality among them. They'ne not going crazy building huge universes of game options for the most part, and those that are (STO for example) aren't delivering as good of a product overall as those producers that are choosing a limited scope and making it the best it can be. There's a reason that World of Tanks doesn't have infantry, other vehicles or aircraft in it. It's too much, and the quality of the game would seriously suffer. They've chosen a smarter route and are creating separate games for aircraft and Naval combat.
5: biggest reason. They start adding stuff like that and doing it the justice we gamers would want to see and you can kiss this being a free game goodbye.
Edited by Arthwys IronHand, 15 June 2012 - 07:37 AM.
#31
Posted 15 June 2012 - 07:37 AM
#32
Posted 15 June 2012 - 07:38 AM
#33
Posted 15 June 2012 - 07:52 AM
Second, the game is called Mechwarrior Online, not Battletech Online, but Mechwarrior Online. Let's face it, most of us are here to fight in massive mechs, not drive tanks or ASFs. Any amount of time they put into developing other kinds of player controllable assets takes away from their ability to include new mechs. I honestly think most of us would rather see our favorite mech designs make it in game then tanks or ASFs.
I'd rather the game just stick with Mechs, and have fun and engaging game play and meta campaign, then a broken or easily exploited game with ASFs and tanks. It's the same reason why I'd like to see a 3025 server and let us re-fight the Fourth Succession War using just level 1 tech.
#34
Posted 15 June 2012 - 08:25 AM

Next to that, while it would be nice to also have tanks and helicopters on the field, the focus should first be to get the mechs up and running and do that right. Vehicles can be added later.
#35
Posted 15 June 2012 - 08:29 AM
Arthwys IronHand, on 15 June 2012 - 07:36 AM, said:
4: Look at the main competitors in the F2P MMO segment of the game industry and you'll see a commonality among them. They'ne not going crazy building huge universes of game options for the most part, and those that are (STO for example) aren't delivering as good of a product overall as those producers that are choosing a limited scope and making it the best it can be. There's a reason that World of Tanks doesn't have infantry, other vehicles or aircraft in it. It's too much, and the quality of the game would seriously suffer. They've chosen a smarter route and are creating separate games for aircraft and Naval combat.
5: biggest reason. They start adding stuff like that and doing it the justice we gamers would want to see and you can kiss this being a free game goodbye.
The WoT dev team has never shown any capability of delivering in this department. Game characters specifically. In fact, nothing would suggest that their dev team can do more than shop a few 3d models and 'adjust' them as they see fit. One of the hints/slips was the first incarnation of the T54, which was flattened in such a way that made it look like a 'cockroach' in order to give it better angles to bounce more shots than it had a right to. Perfectly balanced and never admitted to be wrong, although proven otherwise ... repeatedly. This is not a professional dev team you are looking at over there, with neither the capacity, nor the capability of delivering state of the art games any time soon.
Please do not mix them up with this dev team, please, as there is an incredible gap in talent and capability. MWO devs are not limited in the same way the WoT devs are and continue to be. Just look at their engine for crying out loud and pray tell why they haven't licensed a solid engine like PGI yet? Because they aren't professionals and are severely lacking in that department. It's not that they couldn't afford it, far from it. The CryEngine can achieve all that we could wish for and more, if not for the fact that it has been proven to make all kinds of vehicles and infantry work in the same game *coughCrysiscough*.
#36
Posted 15 June 2012 - 08:39 AM
Yea, kinda. I'd pilot one knowing I'd be no match for a mech. But I think it would be fun to have games with 15-16 players, 12 mech 2-3 "other"
#37
Posted 15 June 2012 - 08:40 AM
Me, I'm a purist, give me my mech of mech action and leave the ground pounding to the AI. I can see to need for Tank being playable by PC's. possibly by AI for missions but not in a competitive style server. besides, if they where to hold true to the TT feel, Tanks will be sorely out matched (they tend to be a bit fragile) tho I would like some Inferno srm to cook a few tankers with
#38
Posted 15 June 2012 - 08:41 AM
No vehicles other than mechs.
MW:LL is a great game if you want mixed unit tacitcs, so the game is already there guys. I've been playing it since early beta and honestly, it furstrates the living hell out of me at times.
Tanks get ignored by soo many people, and i can never seem to get backup against a tank... [might I also add they feel like they can take WAY more damage than they should in MWLL]
MWLL has left a sour taste in my mouth for this idea. Thus, no thank you. no aerospace fighters, no tanks, just mechs in my MWO.
It's Mechwarrior...not Tank Commander
#39
Posted 15 June 2012 - 08:42 AM
#40
Posted 15 June 2012 - 08:47 AM
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