Author Topic: Battletech MMO?  (Read 5962 times)

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Offline Taemien

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Re: Battletech MMO?
« Reply #15 on: April 30, 2010, 07:09:28 PM »
It depends on the idea of an MMO in that case. MPBT3025 had hundreds of people competing against one another in large scale team efforts without having all of them in the same map/zone. I personally think its the best way to handle something of this nature. Its something many MMOs are going to as well (Everquest 2 and World of Warcraft have Battlegrounds that simulate this).

In fact a good point of reference would be Star Trek online. There you can have hundreds of people walking around in a station somewhere for the 'immersion' of being in the game. But when it came down to missions and such (the actual gameplay), it was you by yourself or with a group of 5. Battles against other players was also done in 5v5 or 10v10. This basically let you RP or chat with many other players without bogging down the system with all those players when you actually wanted to play. The graphics were pretty good as well.

A rank system used in there could be used in a BTech MMO as well. As you rank up, you get access to bigger mechs. Maybe allow for higher levels to get certain perks that allow them to push their machines to do outrageous things, think to the books when some of the heroes pulled something that any normal mechwarrior couldn't pull off.

I would definitely prefer a interface for controlling your mech similar to a MechWarrior game however. That we cannot give up of course.

Offline Navojnor

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Re: Battletech MMO?
« Reply #16 on: May 09, 2010, 03:27:19 PM »
Oh man, a BT MMO? yeah I'd have to play it, but honestly I play games like MWLL to take a break from games like EVE. just running the possiblities thru my head makes me cringe. In eve you have to train for EVERYTHING, and you have to train support skills for the primary skillset ect. ect. but yeah it would take combat to a while new level if it could be done. Imagine investing time, and game-currency getting into a mech. Then you take it out to play, get pwned.................and then it's gone, pfffffft. now your truly disposessed. (unless you took the time to buy, build, fit and position a back-up mech) That's how it is in EVE pvp. I have like 30 or 40 ships of all size strewn thru-out my area so that I can re-ship if needed.  (no instant respawn there), and when I loose a "bling" ship. a tear almost forms.

Offline (AU 6) Redwolf

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Re: Battletech MMO?
« Reply #17 on: June 11, 2010, 05:05:38 AM »
I have attempted to discuss this topic across several different forums (as The Wolf, The_Wolf, Redwolf, JCase, and I think that's it), normally multiple times on each, and I normally see a great deal of reticence regarding the issue; many players believe you can ONLY have wide-scale (12, 24, 36, 48, or 60 'Mechs total) 'Mech combat and are greatly unwilling to think outside of the box for anything else.  For my part, I totally believe you can have the best of all worlds (MechWarrior RPG, Mech Commander, MechWarrior computer games), and all of it wrapped up within the BattleTech universe.

The trick is to have a central interractions server, which deals with logins and shunting players to the character servers.  From there, the players -who've chosen ahead of time how they want to play, and within which modules of the game- move into the role-playing, adventuring, exploring, fighting -both out and within 'Mechs, battlearmor, aerofighters, as infantry, sparring, etc.  Each type of game has its own 'area', if you will, which resources expand to allow the insertion of many characters, 'spreading' out dynamically to ensure no lack of resources for any character.  It's only an idea, right now, but then I have a document full of ideas for it.

It's difficult to get it all down, especially since I'm tired, but there is a plan to make it all work... now... for the money, hehe.

Offline darkscion0

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Re: Battletech MMO?
« Reply #18 on: June 11, 2010, 02:44:31 PM »
Not Battletech but pretty close http://www.perpetuum-online.com/

Offline (AU 6) Redwolf

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Re: Battletech MMO?
« Reply #19 on: June 12, 2010, 12:40:51 AM »
Yeah, I've checked it out because it's widely advertised across mmorpg.com, mmosite.com, and a couple others I visit very irregularly.  It looks like it might be cool, but it's not even remotely close, in any fashion, to BattleTech.  From what I've read and seen, the mecha aren't even pilot-ready, they're just robots.

Offline AlfalphaCat

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Re: Battletech MMO?
« Reply #20 on: June 13, 2010, 01:17:57 PM »
Someone needs to make a great BTU RPG before an MMO, now would an epic storyline woven through Battletech lore be much more fun and enduring than what most MMO's offer?

Sure playing missions with a vague storyline are fun, but a an action-strategy-rpg set in this universe would be awesome.

Maybe something sandboxy? like Fallout 3, but on a cosmic scale.

Think better kids, not bigger...

I suck!! But WE are AWESOME.  We started a unit.  What's that?!  YOU WANNA TOUCH MY UNIT?!! :P ^^12thVR Recruitment Page(clickthepic) ;)

Offline (AU 6) Redwolf

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Re: Battletech MMO?
« Reply #21 on: June 13, 2010, 04:55:11 PM »
And how, precisely, would your suggestion be better?  I think you've not followed the conversation very well; I realize we're talking about a BattleTech MMO, and that COULD encompass a whole lot of possibilities, different formats and platforms, and all different types of gaming goodness, but I'm talking a MMORPG, not just an MMOCG.

A MMORPG has to be about role-playing, hence the RPG.  I'm talking about game-play ranging from the singular character being played by someone sitting at a keyboard -screw consoles, PCs are it- all the way to whole units/elements transporting from a world in one part of the Inner Sphere to another, dropping on-planet strategically, including the planning and resource management necessary to go with that, and competing in small and large-scale battles, true reconnaissance, and, when it's all over, either the Defender or the Attacker boosting for orbit or dying on the field of honor, as determined by the units/elements commanding officer and/or command staff.

The role-playing is what gets me, though.

One of the things I've noticed since I became a part of the on-line gaming community in '97 is that, despite the fact there may only be a couple factions played in the computer game, the Clans and Mercenary Units and Houses and Periphery elements always form up under their banners, small groups of friends recruiting more MechWarriors to become larger, more cohesive units, friends all.  Players want the RPG experience to go with the combat experience, or else they wouldn't form the units, wouldn't go to the trouble of preserving that part of the universe apart from the combat aspect offered in the game.  Those who build large multiplayer games, like MWLL and MekTek (AT1:BT), or build leagues, such as The Registry, DropShip Command, the old BattleTech Universe run by Bailey, or even Lance Command being prepared, now, are seeking to preserve continuity in the universe, as well, to be able to gather these units that have formed across the web to allow them to combat each other, to win, or lose, parts of the continuous contiguous universe.

So, when I hear from people that all they want is the combat aspect of the game, I hear people who have not examined their involvement in the online universe of BattleTech that well.

Now, if there were to be a MMORPG built that would encompass the aspects I've listed, above, plus allow the players to have characters within, and interact with, the universe, and then allow them the choice of what types of, and how much, interaction with several aspects of the game (role-playing, Mech Commander, exploration, combat, etc... boy, I really need to read this thing again, hehe) so they could personalize the experience they wanted to have, don't you think that would be a pretty awesome game.  The units would already be formed, NPC command staffs, but allowing players to earn their way upwards based on what they do, how they act, how they solve missions and fight in the game, and what they learn so they could, eventually, take over running the unit, deposing the NPC officer(s) in the way.  The players, and the unit they participate in, would be allowed to carve out a niche for themselves in the universe, to make it partially their own, eventually being able to form personal units, rather than being required to stick with the heretofore canon units.

Look, I have to get ready to go see A-Team, but I think I have an awesome series of religiously compiled, organized, and well-thought ideas that coalesce into an awesome game, with the proper money, time, and organization, and I think it's a whole lot better than what we have, now, though it's also much bigger.  The misgivings a lot of people have about the technology are unfounded, period, and if they could put away their requirement for excellent graphics ALL THE TIME, remembering that, just ten years ago, the graphics they had couldn't even begin to meet the MINIMUM graphic standards, now, and just play the game for what it is, they could have a good time.  And, well, the way technology is, and the requirements of personnel or, with fewer personnel, the time required to build the game, the technology will have come far enough the graphics will be there.  It's just a matter of getting everything together to make it happen.

Bigger CAN BE better, as well.

Offline CHHš Sceptrum

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Re: Battletech MMO?
« Reply #22 on: June 14, 2010, 01:59:16 AM »
A Battletech MMO could have been very nice if indeed you could visit places outside combat too. Like watching matches in Solaris Arenas, gambling at Kooken's Pleasure Pit, visiting the Kentares Memorial, Canopian Pleasure Circus etc. (all within "lore parameters" ofc)

Then there is the question about what to do when losing 'Mechs, aerospace fighters etc. Should it be like EVE, where if you are bad enough you can end up with no ships and money and no way to regain that. Or a WoW-approach where you can get a shiny new 'Mech all the time? IMO, a middle ground would be preferable, maybe tilting slightly towards the EVE model.

There is also elite units and what would happen when everyone wants a spot in 10th Lyran Guards, Warrior Houses, Sword of Light, Davion Brigade of Guards etc.

I have my ideas on a MMO too, but its mostly all in my head, mixed up together.





Offline (AU 6) Redwolf

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Re: Battletech MMO?
« Reply #23 on: June 14, 2010, 02:40:09 AM »
    A Battletech MMO could have been very nice if indeed you could visit places outside combat too. Like watching matches in Solaris Arenas, gambling at Kooken's Pleasure Pit, visiting the Kentares Memorial, Canopian Pleasure Circus etc. (all within "lore parameters" ofc)
    That's EXACTLY how I feel about it.  I would like to visit the very first bar from The Sword and The Dagger, get a PPC and see what sort of effect it has on my character.  I would love to visit Gideon Braver's Crescent Hawks, as a guest, perhaps even arrange joint exercises with other friendly units, NPC or PC.  See, here's someone who has the spirit of the deal.
    Quote
    Then there is the question about what to do when losing 'Mechs, aerospace fighters etc. Should it be like EVE, where if you are bad enough you can end up with no ships and money and no way to regain that. Or a WoW-approach where you can get a shiny new 'Mech all the time? IMO, a middle ground would be preferable, maybe tilting slightly towards the EVE model.
    I think a mid-way approach would be best, as well.  However, the universe is tough enough as it is, so you really need to have the right skills -education for which would be provided if a player desires to take it, in the game, to ensure each potential commander, each officer, has the ability to understand what makes the game tick, and how best to work within the game- not only to keep a unit running, but to make it grow and succeed, to know what jobs to take or how to follow the orders given to you, etc.

    I assume you're more or less talking about mercenaries when you talk about losing everything, potentially for good.  Well, there are several ways to avoid doing that... for one, play a LOT of Sim City 4 and then apply the techniques you learn there.  For another, get the education offered in the game... it will help you in real life as well as in the game.  Finally, there are other means, such as earning your way back into a command position within another unit and splitting off, earning money in the stock market, if you can play it right, and start again, and/or the Company Store, though that one's more for keeping your unit running, a pity save, if you will.
    Quote
    There is also elite units and what would happen when everyone wants a spot in 10th Lyran Guards, Warrior Houses, Sword of Light, Davion Brigade of Guards etc.
    Aha!  There is the trick.  Please read the whole thing before you react? 
    [list=1]
    • As players sign up to play, having just received the game, as they make their account they are allowed to choose the top five units they would like to participate in, with 1 being the highest priority, of course; they can even write in units, for if the player participated in a non-Canon unit outside BTO. 
    • All units/elements (incl. houses, merc units, clans, periphery and pirates, etc.) available at the time of setup each have a threshold to be filled before the next threshold can be breached (for example, houses would require 24 players, each available merc unit 4 players, each clan 15 players, etc., etc., and ALL of those would have to be filled before the next available bracket of players can begin to fill in) so that all units will be filled sufficiently to level the playing field, so-to-speak. 
    • Now, when a player is finished choosing their favorites, selecting the types of play they want, making their character -if they decide to play the RPG, not just the MMO- they hit Start, and the highest unit on their list available at the time, based on their choices and the date-time they hit the Start button, is where they go.  If none of their units are available they are given the option to attempt to sign-in when the next round of benchmarks begins; of course, an email or text would go to them at that time.
    • As each successive round of benchmarks is reached, unit selections are allowed by existing members, first, so they can go to the unit next highest in their list of choices.  Once they've reached the top, their selections go away and any transfers or anything else, from that time forward, are handled within the RPG, if they're playing the RPG.  If a unit does not, yet, exist, they are in the highest unit they can get to until their unit comes up.
    Now, here's the real trick, and I think you'll actually prefer this to what you might already be thinking... sign-ups for Beta, which would, hopefully, be purposed as persistent to Release for any characters, fortunes, ranks, etc. made throughout play, would go first to developers, then to those who run true BattleTech/MechWarrior sites and leagues -the ones that have run the longest down to the most current, in order as best as possible- and then for the players in those leagues and board game players, all before Open Beta.  Open Beta would be just that... open to all who show even the remotest interest.

    The reason for this is to allow those who've been in the community the longest to have an opportunity to retain their 'seniority' in the game that they've had in the community.  My idea is to allow role-players, or those with a true interest in building rank, authority, responsibility, or upsizing their inventory, so-to-speak, the ability to do just that across several aspects of the game.  The fewer aspects players work within the game, the less opportunity they have for their toon to improve in the game, which means those with a true interest in doing more within the game, the better their opportunities for gaining rank, authority, responsibility, and upsizing their inventory or, at least, their personal 'bank' accounts.
    Quote
    I have my ideas on a MMO too, but its mostly all in my head, mixed up together.
    If/when the time comes, and it may be so within the next two years, I will be happy to listen to all manner of ideas, but I don't even have time to think on it, right now.

    Offline Darklor

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    Re: Battletech MMO?
    « Reply #24 on: June 28, 2010, 12:40:27 AM »
    Also a problem could be how to balance the factions...
    Please don't mind my bad English since I'm German.

    Darklor

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    Offline EvilMD

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    Re: Battletech MMO?
    « Reply #25 on: June 29, 2010, 07:08:24 PM »
    I would rather have player factions ala Eve. Sure there was empire space which was very carebear pve. But the farther you got from there the more dangerous it got. That may be hard to implement for BT but I really enjoyed the political aspect of Eve. I was in a large competitive corp (Goonswarm, bite me), and I had a blast. It was the most fun I have ever had online gaming in the 11 years or so I have been active.

    Offline (AU 6) Redwolf

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    Re: Battletech MMO?
    « Reply #26 on: June 30, 2010, 01:03:20 AM »
    Actually, what I really like comes from a game even I don't consider to be BattleTech in the least, but this one aspect stuck out to me.  Were I to build BTO, the plan would be to have individual commands, or elements (regiments, battalions, or companies) within those commands, that would be rated Green, Regular, Veteran, and Elite, overall.  The Green elements would, normally, be almost entirely care bear, as people like to put it, while the Elite elements would truly be the hardcore, no guts no glory, all go no quit big nuts Harry Stamper folks.

    Each successive level would have T/Os (Tasks/Objectives) that would allow players the opportunity to advance to higher ratings, if the player wants to, or they can choose to remain where they are.  Green elements would have T/Os to determine if a warrior is ready for a Regular rating, Regular would have quests for Veteran, etc.  Those who want the higher rating would find those T/Os as quickly as they were made available to get them, and advance, while those who want the slower game-play, and are willing to sacrifice the no guts no glory standard for some extra practice time at the lower rating would be allowed to do that as well.

    Obviously, a player's natural skill, as rated through hit percentages, paths taken requiring lower or higher piloting skill to traverse them, etc., would help determine when these rating advancement T/Os would become available for the player to take.

    Offline metro

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    Re: Battletech MMO?
    « Reply #27 on: August 31, 2010, 10:22:01 PM »
    hey ya REDwolf ! <salute>
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    Offline (AU 6) Redwolf

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    Re: Battletech MMO?
    « Reply #28 on: September 01, 2010, 12:54:51 AM »
    Hey, Metro, good to see you.  How are you doing?

    Anything you wanted to add to this discussion?

    Offline Nebfer

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    Re: Battletech MMO?
    « Reply #29 on: September 01, 2010, 06:53:35 AM »
    Well my question would be how to handle the universe and keep the same FTL feel?
    As it takes a week to recharge the FTL Drive, and takes about as long to get to most worlds by dropship.
    So how to make it not take weeks to get any where, and yet keep the feel of how "slow" interstellar travel is*?


    * Though at ~1,500 X C per year B-tech FTL is not exactly that slow, it's about on par with Star treks Warp 9 (though that depends on who you ask...), and the LF battery ups it to Warp 9.6ish. Also most people do not realize just how fast being able to accelerate at 1G for months on end realy is.

    For example to reach Saturn it would take us between 2 and 7 years, for B-tech 9 days (or a bit over 7 days if your in a hurry at 1.5Gs).



    Oh And I would not mind an MMO that did not have auto attacks, as in all you have to do is click on the target once and sit back and watch as your character automatically attack the target until it dies.