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If we only get one starting mech...


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#1 McSniffles

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Posted 15 May 2012 - 04:23 PM

...that means we can't play another match until a round finishes. I'm worried that playing a match, dying in the first 5 minutes, and watching the rest of the match for another 5, 10, or 15 minutes is going to make people lose a lot of patience with the game. If you die and can't back out to play in another mech while another round is going, its going to sort of suck and be a lot of downtime.
I propose we get an X amount of starting cash that we can spend on mechs, perhaps enough to buy a few cheaper ones, also the UI should let players know they can back out once they are dead and play another match.

#2 Ross486

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Posted 15 May 2012 - 04:25 PM

I agree i don't want to be sitting around waiting for a round that could take like 20 to 30 minutes after you have died. I want it kinda to be like World of Tanks where you can leave after you have died and drive another tank if you have one.

#3 Monky

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Posted 15 May 2012 - 04:27 PM

I'm thinking you'll get to choose one of each class for startup. Earning the cash for the other 2 mech in each class (L/M/H/A) will be pretty hard.

that's what I'm thinking though. After all - devs stated early on the interest in garage battles; taking 3 mechs to a fight, deploying one after the other until they're all blown up or you win. Doesn't make sense without a reasonable selection to start with.

#4 McSniffles

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Posted 15 May 2012 - 04:28 PM

View PostRoss486, on 15 May 2012 - 04:25 PM, said:

I agree i don't want to be sitting around waiting for a round that could take like 20 to 30 minutes after you have died. I want it kinda to be like World of Tanks where you can leave after you have died and drive another tank if you have one.


What I'm saying is, in WoT, you start with 4 tanks (Russian, German, US, and French) when you get into the game for the first time. What do we "start" with in MWO. If we only get one mech there's no chance to go back and play another 'mech in the lab after death.

#5 LordKnightFandragon

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Posted 15 May 2012 - 04:29 PM

You only got 1 starting tank in Wot as well.....I am sure you will beable to quit and play another mech if you want.

#6 McSniffles

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Posted 15 May 2012 - 04:31 PM

View PostLordKnightFandragon, on 15 May 2012 - 04:29 PM, said:

You only got 1 starting tank in Wot as well.....I am sure you will beable to quit and play another mech if you want.


You only got 1 starting tank in WoT? I swear it was 3, 1 for each country (before the French were introduced).

#7 Adeptis

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Posted 15 May 2012 - 04:32 PM

Am I the only one wanting this? I think this is one of the things most likely to encourage 'conservative' gameplay, that is, for people to stay within their roles. Otherwise, what's to stop a hasty scout in a Raven from running straight into that big, bad Atlas not caring if he gets himself killed?

#8 McSniffles

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Posted 15 May 2012 - 04:36 PM

View PostAdeptis, on 15 May 2012 - 04:32 PM, said:

Am I the only one wanting this? I think this is one of the things most likely to encourage 'conservative' gameplay, that is, for people to stay within their roles. Otherwise, what's to stop a hasty scout in a Raven from running straight into that big, bad Atlas not caring if he gets himself killed?


Losing money? Boredom and wait times shouldn't be the deterrent for suicide. Also what use is a Raven scout that gets sights on targets for a few seconds before death... If the only thing keeping players from suiciding is spectating a match till its done, then something about the gameplay isn't right. I think if you weren't useful to a team you shouldn't make money. Simply getting a bunch of spots and then dying immediately should not be enough to make money in a scout mech. I believe that (like in WoT) you should get money for damage done to someone you're currently spotting, so the longer you're alive, the more useful you are to a team.

#9 Adeptis

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Posted 15 May 2012 - 04:37 PM

View PostMcSniffles, on 15 May 2012 - 04:36 PM, said:


Losing money? Boredom and wait times shouldn't be the deterrent for suicide. Also what use is a Raven scout that gets sights on targets for a few seconds before death... If the only thing keeping players from suiciding is spectating a match till its done, then something about the gameplay isn't right. I think if you weren't useful to a team you shouldn't make money. Simply getting a bunch of spots and then dying immediately should not be enough to make money in a scout mech. I believe that (like in WoT) you should get money for damage done to someone you're currently spotting, so the longer you're alive, the more useful you are to a team.


Well, that's all I needed to hear. I really just wasn't sure what gameplay elements could encourage role warfare. I'm also entirely unfamiliar with WoT. Thanks for opening my eyes a bit.

#10 Famous

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Posted 15 May 2012 - 04:39 PM

View PostMcSniffles, on 15 May 2012 - 04:36 PM, said:


Losing money? Boredom and wait times shouldn't be the deterrent for suicide. Also what use is a Raven scout that gets sights on targets for a few seconds before death... If the only thing keeping players from suiciding is spectating a match till its done, then something about the gameplay isn't right. I think if you weren't useful to a team you shouldn't make money. Simply getting a bunch of spots and then dying immediately should not be enough to make money in a scout mech. I believe that (like in WoT) you should get money for damage done to someone you're currently spotting, so the longer you're alive, the more useful you are to a team.


I gotta say as a likely Scout I don't want to be screwed out of my scouting points because I random dropped and no one is taking advantage of my spotting. Say you drop your Raven with a lance that's completely brawler focused. I can spot until I'm blue in the face, but get no points because they're not using indirect weaponry.

#11 McSniffles

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Posted 15 May 2012 - 04:43 PM

View PostFamous, on 15 May 2012 - 04:39 PM, said:


I gotta say as a likely Scout I don't want to be screwed out of my scouting points because I random dropped and no one is taking advantage of my spotting. Say you drop your Raven with a lance that's completely brawler focused. I can spot until I'm blue in the face, but get no points because they're not using indirect weaponry.


Be annoying as much as you can. Getting spots gets you some money because everyone on your team is now aware of which way they are heading, but if you're too far ahead of everyone, the map will go dark before the fight starts after you're dead. If all you've got is brawlers on your team, your job will be to be annoying (just like a light tank in a no-artilery game of WoT) as much as possible. Wait for the fight to engage and sneak around and hit from the sides, a scout mech isn't useless if your team doesn't have LRMs, and dont forget, you can still do serious damage as long as nobody is paying attention to you.

#12 Jakebob

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Posted 15 May 2012 - 04:50 PM

View PostMcSniffles, on 15 May 2012 - 04:28 PM, said:


What I'm saying is, in WoT, you start with 4 tanks (Russian, German, US, and French) when you get into the game for the first time. What do we "start" with in MWO. If we only get one mech there's no chance to go back and play another 'mech in the lab after death.


maybe you aren't limited to one of each design... maybe you can have a Marik Commando, a Steiner Commando, and a Kurita Commando... we haven't been told exactly how the faction system will work in its entirety yet.

Also, maybe there will be more mechs available at launch than are currently known... in which case there could be some more designs in the 20-25 ton range as starter mechs. (or maybe everybody starts with an Agromech as an analog to the Leichttraktor in WoT) :)

lots of possibilities...

#13 GaussDragon

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Posted 15 May 2012 - 04:54 PM

My starting mech would be the Mackie... I want to pelvic-thrust my way to victory.

#14 Jonas

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Posted 15 May 2012 - 04:57 PM

Look it will keep you from running out there and getting your self killed. The videos had a timer counting down from 20 minutes. So take your time work as a team and you will live longer. From what I read once you punch out you can watch the game play out use it to learn the maps.

#15 Eegxeta

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Posted 15 May 2012 - 04:59 PM

If you die in the first 5 min chances are your doing something wrong.

#16 ZeroHazard

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Posted 15 May 2012 - 05:00 PM

I'd have to say that if we all get only one starter, it should be a light. In-universe, they simply built more of them than any other class. Each faction has its own faves, but in general, lights can be nasty ambushers, scouts, or even support bombardment. The game is MERCENARIES after all; you're struggling to make a profit.

#17 Solis Obscuri

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Posted 15 May 2012 - 05:13 PM

We seem to get at least 4 mechbay slots, from the images released. Hard to say what starting hardware/C-Bills we'll have, though. I suspect it may be viable to give everyone enough C-Bills at launch to either buy several light chassis or a single assault.

View PostMcSniffles, on 15 May 2012 - 04:36 PM, said:

Losing money? Boredom and wait times shouldn't be the deterrent for suicide. Also what use is a Raven scout that gets sights on targets for a few seconds before death... If the only thing keeping players from suiciding is spectating a match till its done, then something about the gameplay isn't right. I think if you weren't useful to a team you shouldn't make money. Simply getting a bunch of spots and then dying immediately should not be enough to make money in a scout mech. I believe that (like in WoT) you should get money for damage done to someone you're currently spotting, so the longer you're alive, the more useful you are to a team.

I think repair costs are a reasonable deterrent to suiciding. Without any information released yet about how points will be awarded for scouting/detection, it's premature to call for a death penalty for scouts because unit command is asleep at the wheel.

As for people getting bored having to wait for 15 minutes, whoopty-doo. Everything I'm seeing in this game so far seems to indicate the prime market they're driving for isn't people with the attention span of a fruit fly.

#18 Chris Redfield

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Posted 15 May 2012 - 05:31 PM

Let's not forget that there will be checks and balances for each class. Sure the assault can take a lot of punishment but a scout, if careful, can run circles around it and/or bypass it completely and capture the other team's base (a victory condition) with the assault mech unable to respond in time if far enough away from said base. Plus a scout can work in tandem with an artillery mech (such as the catapult) to relay info on enemy positions and potential targets of opportunity. Threats can be identified for the rest of the team to setup an ambush for accordingly in advance. It's called a scout for a reason and that reason has nothing to do with direct combat unless necessary or assured victory.

#19 Indyfatigable

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Posted 15 May 2012 - 05:35 PM

Its not a problem to me as long as I can access the mechlab while I'm dead. I do my best work in the mechlab between fights when they're fresh in my mind. When you play right up to the end of the match no matter what, you don't really have time to fine tune a chassis between bouts.

#20 Rasmus

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Posted 15 May 2012 - 06:06 PM

View PostZeroHazard, on 15 May 2012 - 05:00 PM, said:

I'd have to say that if we all get only one starter, it should be a light. In-universe, they simply built more of them than any other class. Each faction has its own faves, but in general, lights can be nasty ambushers, scouts, or even support bombardment. The game is MERCENARIES after all; you're struggling to make a profit.


Hopefully thats not going to be the case, most of the posts I've read seem to indicate role warfare, not 2 companies of lights skirmishing. The WoT tree (lights progressing to heavier) wouldnt work well here imo.

We should have access to the stock loadout for a mech in each class. That way day 1, there will be balanced companies on both sides of the map.





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