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JediDrakeDokTue Mar-21-06 07:11 PM
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"ideas for stuff to be put in"


  

          

We all know that we have been waiting a long time for this and that we finally got it what do we want to change?

my list would be:
1. Have limited mechs not buy 8 mechs until you run out but what you have like in MW4
2. maybe more units be able to drop, or have a section to dropping vehicles
3. be able to play online with vehicles.

well that is all i can come up with.
your turn

"My words are easy to understand. And my actions are easy to perform. Yet no other can understand or perform them."

  

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Subject Author Message Date ID
RE: ideas for stuff to be put in
Mar 21st 2006
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Jawbreaker6Tue Mar-21-06 11:17 PM
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#1. "RE: ideas for stuff to be put in"
In response to Reply # 0


  

          

Sort out the net code or whatever made the game unplayable online and let it finally have its day in the sun.
**Insert witty phrase here**

Jawbreaker--"Out."

  

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LandrosRadickTue Mar-21-06 11:54 PM
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#2. "RE: ideas for stuff to be put in"
In response to Reply # 0


  

          

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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AggelosWed Mar-22-06 10:54 AM
Member since Aug 01st 2005
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#3. "RE: ideas for stuff to be put in"
In response to Reply # 0


          

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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MethuselahWed Mar-22-06 03:32 PM
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#4. "RE: ideas for stuff to be put in"
In response to Reply # 3


          

Since the MC2 source is a heavily customised version of MC1... put the inventory management system back in!

  

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OrogogusWed Mar-22-06 05:05 PM
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#5. "RE: ideas for stuff to be put in"
In response to Reply # 4


          

Is this really true? I mean, it went from 2D to 3D with an entirely different interface; I'd have thought that they would have just started over from scratch with the source.

  

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StormfuryWed Mar-22-06 06:23 PM
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#6. "RE: ideas for stuff to be put in"
In response to Reply # 0


  

          

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_CHEESEThu Mar-23-06 06:13 AM
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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

  

          

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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MethuselahThu Mar-23-06 07:39 AM
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#8. "RE: ideas for stuff to be put in"
In response to Reply # 7


          

*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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StormfuryThu Mar-23-06 10:16 AM
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#9. "RE: ideas for stuff to be put in"
In response to Reply # 8


  

          

You would have primary bases and outposts, yes. But when you assaulted enemy territory you would make do with the forces you brought in, and you wouldn't be building bases or anything. MAYBE an outpost and a repair bay, but that'd be it.

Like I said, something like this wouldn't be for everyone. I just like the idea of building my own army of mechs. ^_^

  

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ERRATIC_CHEESEThu Mar-23-06 12:08 PM
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#10. "RE: ideas for stuff to be put in"
In response to Reply # 9


  

          

Yeah Meth, if you've ever played hardcore MCG online, you'd know how simple stuff like long tom base turrets, gates, refit trucks etc, add whole dimensions to tactics etc.

But like you said, choppering in new pilots and in-game salvage was crap in MC2.

Field repairs though, what's wrong with that?

  

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MethuselahThu Mar-23-06 12:49 PM
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#11. "RE: ideas for stuff to be put in"
In response to Reply # 10


          

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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StormfuryThu Mar-23-06 04:38 PM
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#12. "RE: ideas for stuff to be put in"
In response to Reply # 11


  

          

Hrmm, I guess what I should have mentioned is that my idea was for a mod using the MC2 engine, not an upgrade for the game itself.

  

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JagerSat Mar-25-06 08:19 AM
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#13. "RE: ideas for stuff to be put in"
In response to Reply # 12


  

          

There are some items in a comparison of MC/MCG and MC2 I like to emphasise.

Salvage equipment.
MC/MCG: Aside of buying. I can only use stuff I can salvage or pilage from the battlefield.
MC2: Once a weapontype is "discovered" I can buy as much as I can pay for.
Favored: MC/MCG, because a single Clan ERPPC can become one very precious item. A player is thinking twice before risking it in an adventurous move.

Salvage mechs.
MC/MCG: With exception of a reactor explosion or gyro failure I can usually salvage any mech after the battle.
MC2: With exception for a reactor explosion and depending on resource points, I can salvage any mech directly in game too.
Favoured: MC2. Magic has shown what can be done with such a system. I liked the additional pressure when I had to rely on battle salvage because there was no way to "buy" it afterwards. That fit's verywell to all "hit and run" missions. I would prefer to have my spare pilots riding in a repairtruck/MFB and to have the final decission which pilot becomes sent in the salvaged machine.

Taking Buildings.
MC/MCG: any military vehicle can takeover a building.
MC2: Only mechs can takeover a building.
Favoured: Neither. Buildings can be taken by infantry only.
For taking a turretcontrol a player needs to sent in the Armored Infantry or Elementals. Or he sends infantry that rides in an APC, Elementalcarrier or Truck. In case of gathering information or taking control over a defence or sensor network a centipede or swiftwind would do too. BTW, what about armored Infantry or Elemental which are riding on a light or medium mech? That would be a CBT upgrade.

Blackshroud, LOS and drones.
MC/MCG: Blackshroud that stay's away once a region is explored. Drones sometimes available.
MC2: non-fixed stuff vanishs when LOS is lost. No drones.
Favoured: MC2. But Drones like in MCG are very ymuch apeciated.
What about disguising ammo (smoke)?


Battledamage/Health
MCG: the repair of Battledamage costs money. A destroyed weapon is lost. The healing of one injured pilot needs time.
MC2: No matter how great the damage, next mission everything is fine, without costs.
Favoured: MC/MCG: aditional pressure. The player needs to take care for his stuff and his pilots.

Mechlab/repairbay
MC/MCG: Like in the board game the mech is just a bag that can be filled with weapons and equipment. Unused weapons are stored.
MC2: A similar bag but no storage of unused weapons.
Favoured: Neither. I would like to have the MW4 mechlab with additional choice over reactor and structure, like in MW3. The equipped mech should look more wysiwyg.

Just my idea's.

Jager

A mech in its bay is safe. But that's not what mechs are made for.

  

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AndrewOsisSat Mar-25-06 05:32 PM
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#14. "RE: ideas for stuff to be put in"
In response to Reply # 13


  

          

You know what would be cool is like an multiplayer camaign where the pilots/weapons/mechs are saved through the camp.

That way if you lost a pilot half way through it could make some diffrence.

Not sure if this could be done just wishful thinkin.

The smoke jaguar fights like a true warrior.No deceit, no subterfuge a single, brutal assault, both open and deadly.A powerful spring from above,a slash of its huge claws across its victim's throat, and its prey lies dead before it."Smoke Jaguars Forever!

  

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Brain_FailureSat Mar-25-06 05:48 PM
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#15. "RE: ideas for stuff to be put in"
In response to Reply # 13


  

          

As far as blackshrouding goes, I would keep the MC2 variant but enemy resource buildings, field bases(such as quonset huts, gun towers, dirt roads) should be invisible until spotted. As it is now you can pause the game. run your mouse over the map to see what one is up against.

Pilots with scout ability should be the only ones to see the mines. That ability is practically useless as it stands now.

  

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bionMon Mar-27-06 10:37 AM
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#16. "RE: ideas for stuff to be put in"
In response to Reply # 13


          

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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