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#2. "RE: ideas for stuff to be put in"
In response to Reply # 0
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Maybe make the mech customization more like MW4?
Hammond: As long as I'm in command of SGC, we'll hold ourselves to the highest ethical standard. Jack: When the Goauld wipe us out because we have nothing to defend ourselves with, I'm sure we'll all feel great about ourselves and our high moral standard
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Aggelos | Wed Mar-22-06 10:54 AM |
Member since Aug 01st 2005
4 posts
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#3. "RE: ideas for stuff to be put in"
In response to Reply # 0
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I would be intrested in models and textures. This release of the code should make it ALOT easier to work with models and animations (we should have vision into the engine).
I for one would be willing to work on adding models and textures into the game so that more classic era's might be simulated.
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Methuselah | Wed Mar-22-06 03:32 PM |
Member since Apr 15th 2003
612 posts
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#4. "RE: ideas for stuff to be put in"
In response to Reply # 3
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Since the MC2 source is a heavily customised version of MC1... put the inventory management system back in!
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Stormfury | Wed Mar-22-06 06:23 PM |
Member since Sep 06th 2002
30 posts
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#6. "RE: ideas for stuff to be put in"
In response to Reply # 0
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Personally, I would like to see a version of MC2 where you can build bases and mechs. Maybe a *little* like C&C, but also throw in all the Mechcommander goodness. Hell, maybe even make it somewhat like an MMORTS- Massively Multiplayer Online Real Time Strategy. You'd start on a huge map- maybe have a big overview of this planet or continent, with each part of the map being its own multiplayer "game", which is connected to adjacent parts of the map, and have a consistent universe and economy. Basically, what I'm rambling about is you'd be able to build your own little empire, research tech, customize and build mechs (and vehicles), and build bases to produce and house them in.
*Whew* it's an ambitious idea, I know. But I'm wondering if anyone's ever hoped for the same thing.
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ERRATIC_CHEESE | Thu Mar-23-06 06:13 AM |
Member since Feb 26th 2002
2157 posts
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#7. "RE: ideas for stuff to be put in"
In response to Reply # 6
Thu Mar-23-06 06:16 AM by ERRATIC_CHEESE
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Yeah Storm, I've always liked da idea of building buildings in Mech Commander. But I hate the idea of reasearch trees or resource harvesting. Mech Commander should always be strictly and simply about military gear. Mechs and their support units/buildings.
Both MCG and MC2 had a wide variety of vehicles, but nobody ever bothered purchasing them because they took up valuable dropship slots. But if we have a secondary set of 12 slots for support vehicles, the game would be far more interesting.
Having to build buildings is dumb, buy maybe, in addition to your mechs, you should be able to summon special construction vehicles, which are able to build various specialised buildings.
ie- sensor towers, bridges, repair trucks, repair bays, bridge layers, mine layers, turret towers, walls, air fields, sensor jammer towers etc
Anything to do with combat. I feel once you start focusing on building buildings for the sole purpose of reseaching other units, the game turns into some kinda RED ALERT suck feast.
It's MECH COMMANDER, everything added should be about SUPPORTING and complimenting your Mechs. The main part of the game should always be outfitting your gear with the right weapons. Vehicles and military buildings should be rich but secondary, always. In MC2 vehicles were ignored. In MC1 we had a wide choice of vehicles, but no dropslots to use them.
ERRATIC FEATHERED CACTUS THE ANTI CLAN
"Rape is no laughing matter. Unless you're raping a clown." - ERRATIC_CHEESE - 2004
http://erraticcheese.50megs.com/index.html
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Methuselah | Thu Mar-23-06 07:39 AM |
Member since Apr 15th 2003
612 posts
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#8. "RE: ideas for stuff to be put in"
In response to Reply # 7
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*gags* Building? In MechCommander?!
How about we do away with sillyness like battlefield repairs and choppering in new pilots and so forth first?
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Methuselah | Thu Mar-23-06 12:49 PM |
Member since Apr 15th 2003
612 posts
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#11. "RE: ideas for stuff to be put in"
In response to Reply # 10
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I guess I'd like the experience to be a little more 'pure'. And by pure I mean hardcore-like-Ground-Control-pure. I just didn't like the way that in-mission repairing made missions into a series of firefights that required no tactical planning.
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bion | Mon Mar-27-06 10:37 AM |
Member since Nov 18th 2005
4 posts
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#16. "RE: ideas for stuff to be put in"
In response to Reply # 13
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Some nice ideas... just reinstalled MW2 to play Exodus for the first time, and think it's definitely an improvement... not only less resources, but also the occasional use of time constraints and overwhelming odds forces you out of the repetative "clear the map by taking over one small part at a time using overwhelming force, with breathers to repair between each sortie" mode of playing.
That's one of the main annoyances for me: if any of the MC2 maps were PvP (the enemy forces played by a person, not AI), the enemies would make short work of the protagonists... it's just that the AI lets the player take them apart piece by piece without doing anything effective about it. I've never played MC2 PvP, but I'm sure that gives a totally different feel for the game...
A few thoughts:
1) Configuring mechs: too much freedom to do so even in MW4, let alone MW2... From an engineering perspective, wouldn't replacing, say, a 3 ton gun in a 'mech's arm with an 8 ton gun totally change the balance of a 'mech? Wouldn't it require huge systematic changes in the entire 'mech? Think of how difficult it is to even change engines of the same size in a car... And certainly it couldn't be done in no time and with no cost. A solution: much like the books, limit the range of what can be upgraded in a mech (i.e., wouldn't be so difficult or costly to replace a PPC with a Clan PPC, but other replacements might take more time and money...)
2) Piloting mechs: assumably 'mechs are piloted using some kind of futuristic neural connection between pilot and machine (the pilot providing the sense of balance for the 'mech, etc). Thus, in the books, it takes time and training for a pilot to get used to a specific 'mech (so there's a learning curve for new 'mech's or even new configurations). So pilots don't to switch 'mechs every mission, and become associated with the 'mech they pilot. Maybe this is suggesting a more refined idea of pilot advancement (as opposed to the "x jumps = 1 piloting point, 1 kill = 1 gunnery point).
3)Pilot attrition: kind of strange to go through a whole campaign with an almost zero attrition rate. It would be more gritty if it were easier for pilots to be injured or killed, but then again, the game would have to be balanced so this wouldn't be such a huge deal that people would replay again and again to save all their pilots.
4)Other forces: I guess resource points mean some level of airspace dominance; how does that happen? Of course, mobile repairs and repair bays are unrealistic. Of course, capturing buildings is unrealistic (even with infantry... how do they figure out how to use the turret systems so easily? Don't the enemies have passwords? Is this also a resource cost?) At the very least, maybe there's a timer when a building is captured to model the infantry troops taking it, etc... Would be interesting for the game to have a larger "mercenary company management" component....
5)Repair and salvage: everything should cost... some (most) 'mechs are unrepairable and salvaged just for parts... of course it's silly that a headless 'mech can be field repaired (without a cockpit?)...
Of course, most of these would require a new game to impliment...
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