Author Topic: Mechcommander elements?  (Read 2152 times)

0 Members and 1 Guest are viewing this topic.

Offline thezeus18

  • MechWarrior
  • **
  • Posts: 246
  • Karma: 0
  • The Counterattack Begins.
Mechcommander elements?
« on: October 23, 2007, 06:31:21 PM »
Will the game include elements from Mechcommander? Will there be a commander-like mode?

I would like to be able to play like this: http://uk.youtube.com/watch?v=2MQPWE_M_EM

Offline AoP

  • Living Legend
  • *******
  • Posts: 3489
  • Karma: 51
Re: Mechcommander elements?
« Reply #1 on: October 23, 2007, 06:58:00 PM »
No. MechWarrior: Living Legends makes you part of the action, not observer.

Offline thezeus18

  • MechWarrior
  • **
  • Posts: 246
  • Karma: 0
  • The Counterattack Begins.
Re: Mechcommander elements?
« Reply #2 on: October 25, 2007, 06:03:41 AM »
But, you're not an observer in mechcommander, you're an essential tactician.

Offline Criminal

  • Technical Director / Founder Wandering Samurai
  • Lead Developer
  • Living Legend
  • *
  • Posts: 3631
  • Karma: 13
    • MechWarrior: Living Legends
Re: Mechcommander elements?
« Reply #3 on: October 25, 2007, 03:03:32 PM »
Yes Mechcommander is an interesting and fun game. MechWarrior: Living Legends (MWLL) is a total conversion modification for Crysis. MWLL is at its very core a mix between a First Person Shooter (FPS) and a Simulation (SIM). This will be achieved through the use of a, mixed arms massively multiplayer, gaming experience where the player takes part in a battle using a variety of vehicles and weapons. MWLL is following the concept set forth by Crysis of a sandbox feel where you get to play what you want and how you want it.

It is still a tactical game in that the way you use the equipment availble to you and the way you play as a team will have a direct and profound impact on wether you become a living legend, or a forgotten casualty.

Offline death_grin

  • *woot*
  • MWLL Developer
  • Star Colonel
  • *
  • Posts: 1378
  • Karma: 9
  • Level Design/Enviromental artist
Re: Mechcommander elements?
« Reply #4 on: October 25, 2007, 06:46:41 PM »
massively multiplayer meaning its massive (ie big maps) and multiplayer, not to be confused with a MMO with thousands of players at one time

+Level Designer!

Offline thezeus18

  • MechWarrior
  • **
  • Posts: 246
  • Karma: 0
  • The Counterattack Begins.
Re: Mechcommander elements?
« Reply #5 on: October 28, 2007, 11:44:06 PM »
How much will tactics come into play? Do the Mechs have weak spots? Will a coordinated attack be necessary to win on some maps? Will a successful ambush actually give you an advantage?

Offline AoP

  • Living Legend
  • *******
  • Posts: 3489
  • Karma: 51
Re: Mechcommander elements?
« Reply #6 on: October 29, 2007, 08:00:28 AM »
http://www.mechlivinglegends.net/content/view/49/73/#gameplay
In particular:
http://www.mechlivinglegends.net/content/view/49/73/#3.2
http://www.mechlivinglegends.net/content/view/49/73/#3.6
http://www.mechlivinglegends.net/content/view/49/73/#3.8

Teamwork will be the key to victory and without coordinated forces, getting beyond certain spots will be very, very hard if not impossible
However, as said, this mod is not a simple recreation of former MechWarrior games. "Coordinated Forces" refers not only to several Mechs pushing down a road, canyon or whatever, it also refers to infantry completing objectives while Mechs keep the enemy off.
« Last Edit: October 29, 2007, 08:04:33 AM by AoP »

Offline Criminal

  • Technical Director / Founder Wandering Samurai
  • Lead Developer
  • Living Legend
  • *
  • Posts: 3631
  • Karma: 13
    • MechWarrior: Living Legends
Re: Mechcommander elements?
« Reply #7 on: October 29, 2007, 02:03:48 PM »
It will be a great meeting ground for sim players and FPS players to unite together and against eachother! Will be great fun :D

Who is better a CS,BF2 player or a MW, sim player? hehehe we will find out.

Offline FDISK

  • Bondsman
  • *
  • Posts: 45
  • Karma: 0
Re: Mechcommander elements?
« Reply #8 on: November 02, 2007, 04:08:01 AM »
lol the more i read the more i get excited:) it has been a long time since my mech piloting days and what y'all here at MWLL are doing is what we wish microsoft would have keep doing with the old mech games for pc. and just to let you know i was playing the old microsoft mech games  online off of dialup lol.

Offline Criminal

  • Technical Director / Founder Wandering Samurai
  • Lead Developer
  • Living Legend
  • *
  • Posts: 3631
  • Karma: 13
    • MechWarrior: Living Legends
Re: Mechcommander elements?
« Reply #9 on: November 02, 2007, 12:21:13 PM »
Oh man i remeber those days of shooting 2 mechs ahead of someone just so it would register a hit ;) Lag shooting...man those were the days haha.

Offline Defender

  • Creative Director
  • Lead Developer
  • Living Legend
  • *
  • Posts: 3059
  • Karma: 9087
  • I Like Shiny Things
    • Patrick Salerno's Porfolio
Re: Mechcommander elements?
« Reply #10 on: November 02, 2007, 03:22:33 PM »
2 Mechs?
AOLers = 5 mechs.
lolz.
"A Goal without Vision is a Hallucination"


"An open mind is like a fortress with its gates unbarred and unguarded."

Offline xKamikazex

  • Creative Director
  • Lead Developer
  • Living Legend
  • *
  • Posts: 2775
  • Karma: 5
  • Don't lose your head over MWLL
    • Mech Warrior Living Legends
Re: Mechcommander elements?
« Reply #11 on: November 02, 2007, 04:56:32 PM »
Lag shooting man.... It was an art form back in the day of predict on server :D