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I hope MW:O can live up to...
#1
Posted 13 May 2012 - 12:50 PM
It's a multi million dollar machine (and in reality, a multi billion dollar machine USD) and I don't think 'two cycles to repair it' should cut it. It doesn't force people to think.
I don't want this game to be 'Awe, the big bad Atlas blew up my mech! Oh well I'm going to just push this button and make things better.'
That's my thoughts anyways. MW4 was way too easy in my opinion, with it being so easy to become filthy rich.
#2
Posted 13 May 2012 - 12:51 PM
Its almost like....
#3
Posted 13 May 2012 - 12:56 PM
#4
Posted 13 May 2012 - 12:58 PM
#5
Posted 13 May 2012 - 01:01 PM
#6
Posted 13 May 2012 - 01:01 PM
#7
Posted 13 May 2012 - 01:06 PM
Edited by Aldinvor, 13 May 2012 - 01:07 PM.
#8
Posted 13 May 2012 - 01:08 PM
So no. Keep the simulation in the cockpit. Everything else should be about getting you back into the cockpit as efficiently as possible.
#9
Posted 13 May 2012 - 01:10 PM
#10
Posted 13 May 2012 - 01:18 PM
#12
Posted 13 May 2012 - 01:37 PM
Honestly, I hope that MW:O will also offer a roleplay environment outside the battlefields at some stage ... making it a true and more complex BattleTech computer game than those of the past ... there are so many possibilties.
#13
Posted 13 May 2012 - 01:41 PM
#15
Posted 13 May 2012 - 02:00 PM
Haakon Valravn, on 13 May 2012 - 01:08 PM, said:
So no. Keep the simulation in the cockpit. Everything else should be about getting you back into the cockpit as efficiently as possible.
I agree with this. Repairs should be PART of the reason why you want to win. They should exist as a money sink and as a consequence. If you keep having to rebuild your mech (you should have the funds to run it ie repairs/ammo without much trouble)...BUT you might not have much money to upgrade and thus it will take you longer to come up with the C-bills to improve your mech.
not getting damaged and winning lets you spend less for repairs, make more c-bills and upgrade your mech faster. Or lets you have several different loadouts or different mechs.
Remember this is a simulation a test of your skills as a pilot, your team, your ability to maximize your loadout, and develop loadouts. No one should be in the situation where they are lossing hard earned XP (since you will probably earn less if you loss) or are not able to pilot your mech in its CURRENT configuration,
Edited by Tehbob, 13 May 2012 - 02:02 PM.
#16
Posted 13 May 2012 - 02:32 PM
I wouldn't mind losing XP or anything (weapons, pilots, etc) if my mech gets destroyed in combat. It makes sense and would make it more of a simulator than a rather simple shoot em up.(i'm not saying that you lose your pilot every time you die, put a certain condition so that the pilot can survive or die depending on the scenario, like ejecting at the right moment).
Tehbob, on 13 May 2012 - 02:00 PM, said:
I agree with this. Repairs should be PART of the reason why you want to win. They should exist as a money sink and as a consequence. If you keep having to rebuild your mech (you should have the funds to run it ie repairs/ammo without much trouble)...BUT you might not have much money to upgrade and thus it will take you longer to come up with the C-bills to improve your mech.
not getting damaged and winning lets you spend less for repairs, make more c-bills and upgrade your mech faster. Or lets you have several different loadouts or different mechs.
Remember this is a simulation a test of your skills as a pilot, your team, your ability to maximize your loadout, and develop loadouts. No one should be in the situation where they are lossing hard earned XP (since you will probably earn less if you loss) or are not able to pilot your mech in its CURRENT configuration,
If that happens it's just going to end up looking like World of Tanks, where once you die, you struggle to get your tank back up because you're low on money, there's no challenge, it's not original.
I'm not asking for a complete overhaul of the game, just sumthing more challenging and simulator-like instead of: "Boom! i'm dead, let me just click this button and my mech is gonna be spick and span"
Edited by Red_October911, 13 May 2012 - 02:42 PM.
#17
Posted 13 May 2012 - 02:33 PM
Aldinvor, on 13 May 2012 - 01:41 PM, said:
Going through rehab following your battlefield losses/injuries certainly would render you less effective in your mech for a while. Perhaps the XP should not just been seen as plain experience points but more as ability points. Obviously, you would not lose all your abilties right away if you lose a battle, but some of them could be affected (lowered piloting skills, longer reaction times, ect. but never below those when playing MW:O for the first time though!) if you enter a losing streak, and yes, it would be a challenge and have people rethink their in-game approach, but there is nothing wrong with it, as long as it is balanced.
Tehbob, on 13 May 2012 - 02:00 PM, said:
Remember this is a simulation a test of your skills as a pilot, your team, your ability to maximize your loadout, and develop loadouts. No one should be in the situation where they are lossing hard earned XP (since you will probably earn less if you loss) or are not able to pilot your mech in its CURRENT configuration,
That is right and a minor loss in XP or abilties, after continuously not performing well on the battlefield and assumingly being injured in these battles all the time, will simulate how you will be affected as a mechwarrior and, consequently, have you reconsider your actions on the battlefield. You would still be able to pilot your mech, but probably all the fancy upgrades you afforded until then may not work at maximum effectiveness because you would be limited in your piloting skills.
As a consequence thereof, your experience points would not be subtracted from your player character's account but their investment in better skill upgrades would not pay off as these previous upgrades would work at reduced efficiency or stop working, until you will be more successful on the battlefield. The latter could be assessed/evaluated by the number of XP awarded after each battle, so that, for instance, exceeding a minimum threshold value of awarded XP following a battle will enhance/reactivate those skills again and with growing success as a result of a successful battles, further character development with excess XP will be enabled.
#20
Posted 13 May 2012 - 02:53 PM
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