How many worlds are enough? (and which ones do you want to see)
#1
Posted 05 November 2011 - 04:10 AM
As above, how many worlds are enough, and which ones do you want to see in the game.
Also, (pirating my own topic) do you want to see a full range of vehicles INCLUDING jump-ships and drop-ships?
#2
Posted 05 November 2011 - 04:44 AM
#3
Posted 05 November 2011 - 05:12 AM
#4
Posted 05 November 2011 - 05:32 AM
Jumpships and Dropships?? well of course this game would not be right without them.
and we especially want the battlefied side whiskey and cigar cart!
#6
Posted 05 November 2011 - 07:11 AM
I guess more worlds will be added as the game progresses anyway.
#7
Posted 05 November 2011 - 07:14 AM
And that I can make my last stand on Strana Mechty and the Pentagon Worlds.
#9
Posted 05 November 2011 - 01:24 PM
And im praying for all the range of units Jump/ Drop/ and Warships piratepoints and all the other stuff tanks, Air-Spacefighter, vstol all i love that and dont forget the elementals!
#10
Posted 05 November 2011 - 01:26 PM
#11
Posted 05 November 2011 - 01:27 PM
#12
Posted 05 November 2011 - 01:56 PM
#13
Posted 05 November 2011 - 02:13 PM
#14
Posted 05 November 2011 - 03:25 PM
ELMS, on 05 November 2011 - 04:10 AM, said:
That's what I want. I want anything that needs to be drawn, built, animated, and macro'd put into the game, and I want it all available for experience sake.
Now, realistically... I think about 50 - 75 maps, representing all manner of environments, from the airless lowest gravity moon to over-inhabited and thriving cities should be put into the game. If several, or all, of the planets are going to be represented, my course would be to fill out specific terrain and structure features for each world, and then assign each separated portion of the planet into map types, each adjacent space to the one a unit is in filling out automatically, and further adjacent spaces being filled out as a unit moves within it. That way, instead of populating worlds with endless numbers of maps assigned to them uniquely and individually, people will fight on the same maps, just arranged and/or sided differently than what has been encountered on other worlds. How about putting in all of the maps from the map packs produced for the board game since '85?
Also realistically, I would like DropShips to be real, but they don't have to fly when taking off from a planet, just if a jump needs to happen within the atmosphere, to a new LZ; but, no to JumpShips and WarShips, at least until the tech and desire from the community is available. Simply play excellent cinematics for leaving a planet's surface, based perhaps on in-game camera work, and for getting to and docking with a JumpShip, and then maybe something for transit times, but that's it. I still want the realistic travel times to happen, but I want for players to be able to enter a Ghost interface and play in simulations within the game, or as pick-up pilots (PUP, hehe) for other units in battle that have AI-driven 'Mechs available to be taken over by a real pilot, so the battle can continue and the player can play. I outlined all of my pro's and con's for this, but was poo-poo'd by close-minded twitchers who only want to destroy things and couldn't care less about the BattleTech universe itself. I'm glad I have some kindred spirits in this topic, at least.
#15
Posted 05 November 2011 - 09:34 PM
Galaxy has alot of of already characterised planets and planetoids and fighting on more than tenth of them would mean seeing the same maps again and again.
Map generation relying on various parameters like planet type, drop zone terrain type, time of day and weather would solve this or provide for easier expansion in the future if we are to start with just a handful of accessible planets.
Alof of people, however, think that somehow they will lose their tactical perception (memorized flowchart) of the fight as if all the hills and lakes would magically vanish by being a different place.
#16
Posted 08 November 2011 - 08:41 PM
#17
Posted 09 November 2011 - 09:16 AM
Vehicles, well dont know really if they should make them playable since how many ppl really will play with those instead of mechs seriously? not many I guess but some ground, air, water vehicles should apear in game as npc's(for example as some defenders players can hire for planets they control)
About space, well no idea, space would be in a way a separate game I think, kinda shame to just leave it out but ...
Can't say much about time of travel, for sure I don't want to see players spawning suddenly few worlds away in matter of seconds just like that whenever they like.
If some faction prepares invasion it should take some time to gather players, then for dropships to arrive and land with invasion forces.
Edited by Kell Aset, 09 November 2011 - 09:23 AM.
#18
Posted 09 November 2011 - 11:22 AM
#19
Posted 09 November 2011 - 04:16 PM
#20
Posted 09 November 2011 - 07:28 PM
Specific named worlds Luthien, Tharkad, New Avalon, Marik, Liao, Tukkayidd, Outreach, Solaris, Pesht, Twycross, Skye, Hesperus, Coventry, Wolcott, Gunzburg, Capella, Terra. Just to name a few (these are from memory, I need to drag out my maps of the Inner Sphere.) You also need Strana Mechty, Ironhold, Huntress, Bjarad and a few other Clan worlds, though to be honest if you are just fighting trials to get deployed into the invasion then 3 or 4 worlds are enough.
Oh yes, most of the Chaos March, Lyons Thumb and Sarna worlds should be mapped because I am thinking that's where a lot of the shooty shooty will be.
On another note, why not allow players to design and map worlds/battlefields and submit them for inclusion in the game? Make sure there are strict rules as to what you can include (this isn't 40k so no Hive Worlds) but it would tap a vast resource of BT experience and give the fanboys like me something to do.
Oh and to the chap that wanted to walk through a burning Luthien? Mind if I join you?
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