A simple suggestion. (I'm sure it's been said before), give rookies something basic to mess with. It doesn't have to be a very nice 'mech. Something basic, not worth much. Your basic off the assembly line olive drab workhorse 'mech with simple lasers, ballistic and explosive weaponry.
In my opinion, a 40 ton machine.
Steps:
1. Provide a proper map for various scenarios. ( For instance, outside of Yakima, Terra where the Mackie was put up to the first combat trial) I live in Yakima Valley as it is ;D . There are nearby military bases as well to compliment the lore.
2. Emulating training from previous games (Mechwarrior 2 - 4 for instance)
3. Include some tanks and aerial targets to train against as well; since well, battle mechs aren't the only technology out there.
4. At the end of the training; possibly depending on the faction the rookie joins, they can be rewarded with their mech.
Give Rookies A Starting Mech At Completeion Of Passing The Training Grounds.
Started by Scarcer, Dec 31 2012 07:11 PM
7 replies to this topic
#1
Posted 31 December 2012 - 07:11 PM
#2
Posted 31 December 2012 - 07:53 PM
Firstly, this kadet program is working fine with new players as they're up and running their preferred mech in a short period of time.
Secondly, there's no "nice basic mech" that would appeal to everyone and you can't just let everyone pick anything right at start.
However, this game is in dire need for a testing/training map, with mobile targets.
edit: Loadout has it done nicely. 1 map with 4 stationary targets mid and long range and 2 mobile targets, 1 on floor level and 2nd on an elevation.
Secondly, there's no "nice basic mech" that would appeal to everyone and you can't just let everyone pick anything right at start.
However, this game is in dire need for a testing/training map, with mobile targets.
edit: Loadout has it done nicely. 1 map with 4 stationary targets mid and long range and 2 mobile targets, 1 on floor level and 2nd on an elevation.
Edited by DeadlyNerd, 31 December 2012 - 07:55 PM.
#3
Posted 31 December 2012 - 08:01 PM
Nothing wrong with the trial mechs.
However, they do need a training camp; something simple where players can target a non-mobile mech and get a feel for piloting.
However, they do need a training camp; something simple where players can target a non-mobile mech and get a feel for piloting.
#4
Posted 31 December 2012 - 09:11 PM
Give them, Starter UrbanMech. The Ultimate Light Assault Mech.
Let the blooding began.
Let the blooding began.
Edited by General Taskeen, 31 December 2012 - 09:15 PM.
#5
Posted 01 January 2013 - 02:13 AM
Its a real shame your poll had field training paired with something else.
The cadet program can easily give a new player enough to buy any mech besides an Atlas, and trial mechs give full rewards including mech XP.
If new players were to recieve a free mech on top of 7.8mil it would be too hand holdy.
BTW Urbie made me lol.
The cadet program can easily give a new player enough to buy any mech besides an Atlas, and trial mechs give full rewards including mech XP.
If new players were to recieve a free mech on top of 7.8mil it would be too hand holdy.
BTW Urbie made me lol.
#6
Posted 01 January 2013 - 03:42 AM
I think this has a lot of merit, but you're kind of overlapping with the Trial Mech system already in place. With the Trial mechs now earning 100% money, it's slightly more balanced (though missing out on the Exp for first 24 matches is harsh, it's a trial period after all; can’t give you everything off the bat, as the marketing strategy is dependent on time investment).
The "Training Grounds" idea is where you've really hit the nail on the head in terms of what this game needs to make it more accessible. Getting thrown into a game against two organized lances with a default mech (which, lets be honest, are not very well put together for the most part) is, in my opinion, not the greatest first step in MechWarrior Online. Even people who really like MechWarrior are probably going to be left either reeling from getting rolled/getting carried by aforementioned pre-made lance, or just completely turned off by the complete lack of an in-game tutorial.
Though how to implement the Training Ground is pretty difficult to figure at this point: stationary or moving targets are just that: targets. It involves nothing of the positioning, teamwork (laugh if you will, but even PUGs have some small understanding of this... sometimes), map modifiers, or the chaos that is unique to 'Mech combat. At best, it would be learning that yes, your mouse buttons do indeed fire your weapons.
Essentially, it boils down to two things, in my mind: Expand the social aspect of the game (i.e. get us some match lobbies and voice chat), so that new players can actually draw on the experience of veterans (assuming they aren't shut out by elitists);
OR
Make a single-player scenario with the whole nine yards: AI enemy and friendly mechs, a series of maps, forcing the player into different mechs (even those of the game weight class), and basically covering every aspect of gameplay at least briefly. ECM, targeting, spotting, heat, marksmanship, AMS, modules, EXP/GEXP, weapon min/mas ranges, and acronyms are all things that need to be touched on.
The "Training Grounds" idea is where you've really hit the nail on the head in terms of what this game needs to make it more accessible. Getting thrown into a game against two organized lances with a default mech (which, lets be honest, are not very well put together for the most part) is, in my opinion, not the greatest first step in MechWarrior Online. Even people who really like MechWarrior are probably going to be left either reeling from getting rolled/getting carried by aforementioned pre-made lance, or just completely turned off by the complete lack of an in-game tutorial.
Though how to implement the Training Ground is pretty difficult to figure at this point: stationary or moving targets are just that: targets. It involves nothing of the positioning, teamwork (laugh if you will, but even PUGs have some small understanding of this... sometimes), map modifiers, or the chaos that is unique to 'Mech combat. At best, it would be learning that yes, your mouse buttons do indeed fire your weapons.
Essentially, it boils down to two things, in my mind: Expand the social aspect of the game (i.e. get us some match lobbies and voice chat), so that new players can actually draw on the experience of veterans (assuming they aren't shut out by elitists);
OR
Make a single-player scenario with the whole nine yards: AI enemy and friendly mechs, a series of maps, forcing the player into different mechs (even those of the game weight class), and basically covering every aspect of gameplay at least briefly. ECM, targeting, spotting, heat, marksmanship, AMS, modules, EXP/GEXP, weapon min/mas ranges, and acronyms are all things that need to be touched on.
#7
Posted 01 January 2013 - 06:23 AM
Since introduction of the cadet program there is no need for any 'starting mech'.
The only what'd be nice to put into the game is training fields/camp and a better trial mechs design;but that's all.
The only what'd be nice to put into the game is training fields/camp and a better trial mechs design;but that's all.
#8
Posted 01 January 2013 - 07:07 AM
so is there a full version of the game that anyone has experienced in closed beta,maybe there is a whole newbie seciton.Or is this console launch in to battle it?
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