I think one of the biggest reasons why this game will not last long is because it is essentially counterstrike-on-a-mech played in very small maps and riddled with cryengine bugs that completely ruin its potential (*cough* netcode).
What makes it counterstrike/quake like? Simple: Players aim manually.
Many of the bugs and massive gameplay holes this game has is also due to the manual aiming system. Not to mention the rampant player abuse of game mechanics (like point blank mass SRMs and ECM lights abusing netcode failure).
Since BT is a TT game that is being ported to PC in real-time combat environment it is understandable that it was made into a first person shooter. This was a mistake however.
I suggest the devs implement RPG/RTS elements that other first-person game use.
For example:
Replace aiming with RPG system. This system will combine TT 'hit' rules to calculate hit, hit location, etc. The player will only drive the mech, aim the torso (crosshair on target for calcs to happen) and fire but he will not need to do precise aiming nor will his weapons hitting the target be based on aiming.
FALLOUT uses a system like this for its RPG mode and it can easily be adapted to MWO.
Here's how:
Cockpit controls will include an 'aim here' selector. Lets use the keypad for example.
789 7=left shoulder, 8=head 9=right shoulder
456 4=left arm, 5=center torso, 6= right arm
123 1=left leg, 2 = no selection, 3= right leg.
When you lock a target you can select any of the above as your aimpoint. You only need to put your crosshairs inside the lock box to be able to fire.
Selecting a target location, depending on your distance,weapon, etc. will give you a % chance to hit. No selection means your mech will not aim for specific areas (higher chance to hit mech but in random location).
The % chance to hit specific area will be based on TT rules, random 'dice roll' & stuff. Its not like you aim for the head and hit most of the time.
Factors like LOS blocking objects (including trees), distance, weapon type, target(and your own) movement speed & relative vector, etc,etc will factor in. Overall your chance to hit a mech in a specific spot will be mighty low unless that mech is moving very slowly or standing still and so are you.
Missile weapons are not affected by specific-area aiming system ..instead they would use the + and - key on keypad to indicate to the missiles the desired flight path. - flight path will make the LRM missiles fly at mech shoulder height. + flight path will hurl them up to altitude and then down to hit the target like they currently do. SRMs are not affected by this since they are dumbfire.
Since the mech's aiming would be handled by TT 'dice rolls' and all that nifty stuff, the mechs can then be given unique abilities between mech types and even between variant types. For example the atlas can be given bonus 'defense' rolls when being shot at.. the Cat K2 could get bonus to hit when using PPCs...the stalkers get small bonus to hit rolls to all ranges whereas the awesomes receive good bonus to hit role at long range (ppc variants).
All in all it makes the mechs and each variant unique.
This combat system would remove the blatant exploits and abuse of the game mechanic flaws while at the same time putting everyone on a level playing field when it comes to shooting. The players would then truly focus on driving the mech, positioning and team tactics.
Best of all, it opens up a huge amount of different mech loadouts. Currently the only way to be competitive is to 'boat' a mech. Super specialize it for max damage in a weapon or two. with this new system the 'boating' becomes incredibly less effective because the ONE thing that makes boating work is when the player manually aims. Since that is no longer possible it will be the mech that is kitted for prolonged combat at any range rather than quick kills at point blank or sniping that will win the day.


Suggestion: Add Rts/rpg Elements To Mwo
Started by Skyfaller, Jan 13 2013 06:45 AM
3 replies to this topic
#1
Posted 13 January 2013 - 06:45 AM
#2
Posted 13 January 2013 - 07:00 AM
Pretty sure you want this game instead: https://mwtactics.com/
MWO is not BT. BT is a turn-based strategy game. MWO is a real-time action game. Different genres, different mechanics.
If you don't like the way MWO plays, don't play MWO. There are other games out there that might work better for you, see above.
MWO is not BT. BT is a turn-based strategy game. MWO is a real-time action game. Different genres, different mechanics.
If you don't like the way MWO plays, don't play MWO. There are other games out there that might work better for you, see above.
#3
Posted 13 January 2013 - 07:21 AM
I'd play that game, certainly, but Starylight is correct - it would be a Battletech game, not a Mechwarrior game, probably best done with the player in command of a lance/star formation including the support (infantry/elemental) elements.
Edited by Gaan Cathal, 13 January 2013 - 07:22 AM.
#4
Posted 15 January 2013 - 03:55 AM
omfg, autoaim and skillbutton spamming? no thanks, i played enough of those games and am happy that even RPG´s are going for realtime combat now...
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