Can Mwo Expand Beyond 12V12/8V8?
#1
Posted 17 February 2013 - 03:14 AM
Given that they have stated they are gong there, I'll assume it is ture, albeit eventually.
The question is, is that where it ends? Will that be all the bigger it can get. Are these limitations of the chosen engine, the chosen coders, or a voluntary choice by the developers? Is itconstricted by teh current map size, and can be easily fixed when larger maps are implemented? Is it even possible, in this game?
Inquiring minds would like to know.
#2
Posted 17 February 2013 - 03:26 AM
I'd more like to have 1vs1 and 4vs4 game modes than 12vs12 mode. But people have different tastes I guess.
#3
Posted 17 February 2013 - 03:28 AM
4vs4 I believe is coming soon with the new 'Dropship' mode but there isn't much details on it.
#4
Posted 17 February 2013 - 03:30 AM
#5
Posted 17 February 2013 - 03:33 AM
Quote
[color=#959595]A: Yes. Very much so. There will be collector achievements, along with the need to own multiple configurations of Mechs for DropShip modes.[/color]
ExAstris - Will mechs that are already released ever undergo balance passes to ensure their competitiveness for their weight (with respect to other variants of the same mech or other mechs of the same tonnage)?
[color=#959595]A: We are currently working on implementing the quirks of each variant. These quirks are little stat boosts and nerfs applied to a variant of a Mech. This is meant to both balance different variants of the same chassis, as well as balance them when compared to all of the other chassis. Newly created Mechs will receive these quirks as they’re released, and we hope to implement them on one or two older chassis per patch. [David][/color]
#7
Posted 17 February 2013 - 03:44 AM
I'd be interested in some split drops. Could be interesting having lances separated instead of always grouped in a ball + lights running around.
#8
Posted 17 February 2013 - 03:48 AM
#9
Posted 17 February 2013 - 04:22 AM
Edited by bloodnor, 17 February 2013 - 04:23 AM.
#10
Posted 17 February 2013 - 05:37 AM
#11
Posted 17 February 2013 - 05:42 AM
#12
Posted 17 February 2013 - 05:50 AM
El Penguin, on 17 February 2013 - 03:48 AM, said:
Star Citizen is a space game. It has virtually nothing to render except for background, a few ast/meteroids and the ships themselves. Just look at EVE and the sizes it can support just because of the fact.
#13
Posted 17 February 2013 - 06:57 AM
When they devs say it is pushing the bandwidth and the technology, what exactly does that mean, when other games today using the same internet protocals can support a much larger player versus player competition.
How can adding 4 or even 8 more per side exceed low spec machine capabilities. Look at Wot, it has lowerer spec requirements, and supports larger matches, and has for 2-3 years now. If that is not a fair parallel then what is?
Note: Please keep idle speculation and rude comments to yourself. I would love to hear from someone with some technical savvy, that understands the factors impacting how large MWO games could/can possibly be.
#14
Posted 17 February 2013 - 08:18 AM
SlXSlXSlX, on 17 February 2013 - 06:57 AM, said:
The answer to any question starting, “Why don't they—” is almost always, “Money.”
-Robert A. Heinlein
As a professional computer programmer and hobby game developer, I can answer this question. The answer is money. A larger development staff with a longer timeline would totally be able to build a system that supported larger match sizes.
Aion, for example, uses CryEngine just like Mechwarrior Online, and it supports open world pvp with 2000+ players in a single zone. Aion was developed by one of the largest software companies in the world, which is owned by one of the richest men in the world. It also uses CryEngine exclusively for rendering, and uses the same custom built backend network transport that was used in Lineage I and II, so the game had 10+ years of development to build off of starting out.
MWO with open world pvp would be insanely awesome.
It would be like 3030MUX, but better.
Edited by xhrit, 17 February 2013 - 08:24 AM.
#15
Posted 17 February 2013 - 08:51 AM
*drool...*
#16
Posted 17 February 2013 - 08:59 AM
xRatas, on 17 February 2013 - 03:26 AM, said:
I'd more like to have 1vs1 and 4vs4 game modes than 12vs12 mode. But people have different tastes I guess.
Luthien Had fights with Hundreds of units.
Tukkayid, Huntress, Big brawls Lots of warriors. Total awesome!
#17
Posted 17 February 2013 - 09:11 AM
As you can see on the current map overview in the start match screen, PGI also have determined how big the size of a map eventually can be, 12 v 12 maps will probably fill the whole square box.
So those are the choices the devs already have made, and those will not probably change in the near future.
Of course bigger battles etc would be awesome..., but it ain't going to happen, and i'm fine with that.
#18
Posted 17 February 2013 - 09:15 AM
SlXSlXSlX, on 17 February 2013 - 06:57 AM, said:
When they devs say it is pushing the bandwidth and the technology, what exactly does that mean, when other games today using the same internet protocals can support a much larger player versus player competition.
I was a technical artist on MWLL, I have fairly extensive knowledge of CE and optimization, so basically about as close to someone who made a similar mech game in basically the same engine as you'll likely get.
There isn't an actual limit on the size of the levels, well there is, iirc in CE3 its 64km x 64km or something silly huge (and you can probably stream in more anyway). Point is you can make flipping huge levels in CE3. So as long as the levels don't start to exceed their draw call counts etc, large levels will not be the issue imo.
Player numbers though is a different matter... basically mechs are expensive. I am guessing that the server authenticating everything causes hit detection issues once the player count is more than 32. That's about where MWLL can get kinda crappy. I've played 32 man MWLL games though, and it's doable for most people. And epic. And I bet you guys would cream your pants with 8km x 8km maps with 32 players.
So I wouldn't discount 16v16 games some time in the next years. But first things first> 12v12
#20
Posted 17 February 2013 - 09:32 AM
It is just that BattleTech in an online format has intense interest for me and it is so hard to wait.
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