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notenome2

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So I suggested this way back before release (when I was a wee little Kickstarter backer) and got the patented Mitch Gitelman "In success all things are possible".

So, persistent multiplayer. A lot of people want it, Battletech is very well suited for it and there is already a fan-made project that does it (Megamek) from which I think much inspiration can be derived. I am going to offer a series of suggestions which grow in complexity from a bare-bones implementation.

Bare-Bones

Little company management. No mech customization. No map. Players are given a starting allotment of mechs/pilots and/or funds. They pick a faction and join a queue when they want to play. Winning/losing a fight yields experience (based on the BV and/or tonnage of the engagement), funds and/or salvage (if they win). They can use those funds to buy new mechs and repair mechs. Winning a fight earns their side a certain amount of points, at the end of a time period the faction with most points wins and the process can begin anew.

Basic

Little company management. No mech customization. Players are given a starting allotment of mechs/pilots and/or funds. They pick a faction and start at that faction's home system. If they wish to play a match they can do two things: attack another faction's system or respond to an attack on one of their systems. An attack on a system spawns a glowing sign on the map (just like a flashpoint), clicking on the flashpoint will show the opposing player's company name, logo, faction, BV and likelihood of biome. Then any player can move over to that system and engage, provided they field a lance that is within +/- 200 points of the attacker. For every 50 point difference in BV, the disadvantaged side gets one use of a focus ability. Winning/losing a fight yields experience (based on the BV and/or tonnage of the engagement), funds and/or salvage (if they win). Winning a fight earns their side a certain amount of control/sovereignty of the system, once that reaches 51% that system flips. At the end of a time period the faction that has gained the most sovereignty wins and the process can begin anew.

Crucially, players can only jump from a neutral system or one their faction controls, unless they are jumping back to their own territory. This forces at least a level of strategic coherence to the map.

Full

Some company management, players can use funds to increase their hangars and also for repairs. No mech customization. Players are given a starting allotment of mechs/pilots and/or funds based on their starting faction. Same reward and sovereignty mechanics are above. Planets produce specific battlemechs, so losing a planet loses the ability to purchase that battlemech at the store (and vice versa). To prevent craziness, capital planets will produce enough of a variety so players aren't hosed until the cycle resets. Any mechs sold by players will also appear on a black market, available to all, a bidding system could be implemented for these.

For funzies, players can join the pirate faction, which can't take sovereignty but gets a bonus to post-battle funds and salvage (at the cost of having a diminished faction store).

Addendum


-Map could be the current map (though it would skew heavily in favor of cappies for the first time in Battletech history) or a re-cropped map or the whole IS. Map could also change between cycles to suit specific conflicts (like the Andurien crisis).
-No mech customization is important because it averts a whole slew of problems that come with gimmicky builds, it also greatly simplifies buying and selling.
-Players pick a faction at the start because that alleviates the frequent problem of people spying in chats (since they would be logged into their paradox account, they would need a second copy of the game, in which case, god bless them). You could allow players to be mercenaries working for different factions but that creates many problems.
-I have specifically tried to avoid this but you could create a 'tick' mechanic (like Mekwars has). Every five minutes (or whatever) the server ticks and everything happens: factories partially build mechs, players jump from one system to the next, repairs are made etc. It basically turns the days mechanic of the single player game into realtime.
-You could have planets with the 'lostech' tab randomly generate a lostech mech every couple of days for their faction. Or, more interesting, you could have a chance to obtain a lostech mech as salvage whenever you flip a losstech planet's sovereignty.
-After a certain period of time (10 minutes ish) that a planet is attacked and no one opts to defend the attacking side gets an automatic victory with reduced rewards and sovereignty (say, 15% instead of 25% or whatever). This is to force factions to defend and not just attack.
-I would strongly suggest keeping the focus abilities available only as a counterweight to BV differences.
-A leaderboard/ELO of the most succesful/feared companies for each faction could be made visible.
-As server hosting ain't cheap and the BT universe is full of heraldry, you could have specific unit patterns (like the Northwind checkerboard) as multiplayer microtransactions.
 
Last edited:
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notenome2

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Forgot to include this: to prevent every match from being a fight to the death, battles would be won by whoever destroyed 20% more BV value then the opposing team past the threshold of 51%+ BV (so 51-30, yes, 51-45 no). Lances would be allowed to withdrawal at any time (thus losing the fight). Lost limbs and components would count towards this, so it would be possible to lose a fight without losing a single mech.
 

Confector Tyrannis

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1. persistent online only game states = not a game i play these days
2. enforced/forced 'social' interaction in order to play the game = a game i do not own or play these days

I understand what you're asking for but I have more faith in the min/maxxers and exploiters of the internet to ruin any chance of 'fun' gameplay you're envisioning. re: pt 2 above
 

notenome2

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Sure, but you can still play the game the way you want to play it? It's not a zero-sum game, Battletech already allows you to play non-persistent multiplayer. No one is advocating for reducing your options.

As for min-maxers, there is already a long-running 'case study' of this in the form of Mekwars. The BV system is actually pretty well balanced tbh (obviously not perfect). The impact of biomes also means that their really isn't ever a neutral setting, which means that flexibility tends to be the most consistent element in a successful lance. As long as the planets aren't mono-biome (which they already aren't) min-maxed lances would be a high risk play. Also, because of attrition, a persistent multiplayer system would be much less prone to forming a hard meta as players wouldn't be able to simply field 'the best mechs' at will. They'd need to either salvage them or buy them when they become available in planetary shops/black market.
 

mjbroekman

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As there are no "central" servers for multiplayer, it would be a reach to think HBS would stand up a persistent environment for multiplayer to happen in. And I'm pretty sure there is a mod that adds something like that already.
 

notenome2

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@mjbroeken yes, it would require development. Thus me refering to Mitch's "In success all things are possible" comment. That said, there are and have been succesful persistent multiplayer mods. Two examples would be Megamek, and back in the day, the award-winning Europe in Ruins mod for Company of Heroes. I think that the most realistic way that this would be implemented would be by starting at Bare Bones and developing based on response.

Battletech is a game that is clearly planned to have a long tail, considering there are already two planned expansions beyond Flashpoint. One of the things that would greatly aid in maintaining a playerbase and engagement would be persistent multiplayer. This is also something that Paradox can help with considering, that multiplayer already uses some of Pdox's infrastructure.
 

mjbroekman

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yes, it would require development. Thus me refering to Mitch's "In success all things are possible" comment. That said, there are and have been succesful persistent multiplayer mods. Two examples would be Megamek, and back in the day, the award-winning Europe in Ruins mod for Company of Heroes. I think that the most realistic way that this would be implemented would be by starting at Bare Bones and developing based on response.

Battletech is a game that is clearly planned to have a long tail, considering there are already two planned expansions beyond Flashpoint. One of the things that would greatly aid in maintaining a playerbase and engagement would be persistent multiplayer. This is also something that Paradox can help with considering, that multiplayer already uses some of Pdox's infrastructure.

I disagree that multiplayer is, in any way, an aid to maintaining a playerbase. Look at Skyrim, for one, that is wildly successful without multiplayer.

But you misunderstood me... there IS a persistent multiplayer environment already. In a mod. Just look at RogueTech. It has a persistent online war option.

and given HBS' previously stated (when they dropped the idea of managing MP leagues and the like and decided to leave that up to the community) desire to not maintain MP servers, I don't see them changing their mind about that. And, honestly, I don't blame them. It's not their forte. Their forte is developing the game. I would rather see official mod support than have them spend time developing code backends and building up a server infrastructure to run a persistent multiplayer environment. It's all about playing to their strengths.
 

Bahktosh

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There is actually a way for the Ops idea to work...but with the change that you dont fight other players. If it was co-OP then we could keep out toxicity and players would try to work together to survive.
 
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Prussian Havoc

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So I suggested this way back before release (when I was a wee little Kickstarter backer) and got the patented Mitch Gitelman "In success all things are possible".

So, persistent multiplayer. A lot of people want it, Battletech is very well suited for it and there is already a fan-made project that does it (Megamek) from which I think much inspiration can be derived. I am going to offer a series of suggestions which grow in complexity from a bare-bones implementation.

Bare-Bones

Little company management. No mech customization. No map. Players are given a starting allotment of mechs/pilots and/or funds. They pick a faction and join a queue when they want to play. Winning/losing a fight yields experience (based on the BV and/or tonnage of the engagement), funds and/or salvage (if they win). They can use those funds to buy new mechs and repair mechs. Winning a fight earns their side a certain amount of points, at the end of a time period the faction with most points wins and the process can begin anew.

Basic

Little company management. No mech customization. Players are given a starting allotment of mechs/pilots and/or funds. They pick a faction and start at that faction's home system. If they wish to play a match they can do two things: attack another faction's system or respond to an attack on one of their systems. An attack on a system spawns a glowing sign on the map (just like a flashpoint), clicking on the flashpoint will show the opposing player's company name, logo, faction, BV and likelihood of biome. Then any player can move over to that system and engage, provided they field a lance that is within +/- 200 points of the attacker. For every 50 point difference in BV, the disadvantaged side gets one use of a focus ability. Winning/losing a fight yields experience (based on the BV and/or tonnage of the engagement), funds and/or salvage (if they win). Winning a fight earns their side a certain amount of control/sovereignty of the system, once that reaches 51% that system flips. At the end of a time period the faction that has gained the most sovereignty wins and the process can begin anew.

Crucially, players can only jump from a neutral system or one their faction controls, unless they are jumping back to their own territory. This forces at least a level of strategic coherence to the map.

Full

Some company management, players can use funds to increase their hangars and also for repairs. No mech customization. Players are given a starting allotment of mechs/pilots and/or funds based on their starting faction. Same reward and sovereignty mechanics are above. Planets produce specific battlemechs, so losing a planet loses the ability to purchase that battlemech at the store (and vice versa). To prevent craziness, capital planets will produce enough of a variety so players aren't hosed until the cycle resets. Any mechs sold by players will also appear on a black market, available to all, a bidding system could be implemented for these.

For funzies, players can join the pirate faction, which can't take sovereignty but gets a bonus to post-battle funds and salvage (at the cost of having a diminished faction store).

Addendum


-Map could be the current map (though it would skew heavily in favor of cappies for the first time in Battletech history) or a re-cropped map or the whole IS. Map could also change between cycles to suit specific conflicts (like the Andurien crisis).
-No mech customization is important because it averts a whole slew of problems that come with gimmicky builds, it also greatly simplifies buying and selling.
-Players pick a faction at the start because that alleviates the frequent problem of people spying in chats (since they would be logged into their paradox account, they would need a second copy of the game, in which case, god bless them). You could allow players to be mercenaries working for different factions but that creates many problems.
-I have specifically tried to avoid this but you could create a 'tick' mechanic (like Mekwars has). Every five minutes (or whatever) the server ticks and everything happens: factories partially build mechs, players jump from one system to the next, repairs are made etc. It basically turns the days mechanic of the single player game into realtime.
-You could have planets with the 'lostech' tab randomly generate a lostech mech every couple of days for their faction. Or, more interesting, you could have a chance to obtain a lostech mech as salvage whenever you flip a losstech planet's sovereignty.
-After a certain period of time (10 minutes ish) that a planet is attacked and no one opts to defend the attacking side gets an automatic victory with reduced rewards and sovereignty (say, 15% instead of 25% or whatever). This is to force factions to defend and not just attack.
-I would strongly suggest keeping the focus abilities available only as a counterweight to BV differences.
-A leaderboard/ELO of the most succesful/feared companies for each faction could be made visible.
-As server hosting ain't cheap and the BT universe is full of heraldry, you could have specific unit patterns (like the Northwind checkerboard) as multiplayer microtransactions.
Great ideas!

I purchased three Kickstarter Accounts at various levels of support for my two daughters and I, all of it based on Mitch and Jordan’s video comments about BATTLETECH’s Multiplayer, “Prize” Tournaments, Leaderboards and Leagues...

...but alas, ‘twas not to be.

And yes, there was talk of dedicated Multiplayer Servers to safeguard the BATTLETECH experience for HBS’ BATTLETECH “Prize” Tournaments.


As a matter of fact, Jordan spoke on a video about a year after the Kickstarter concluded of his hopes for a BATTLETECH MMO (“...in Success, a HELLUVA lot of Success” as Mitch jumped in quickly to qualify as Jordan continued to elaborate on his ideas for a BATTLETECH MMO.)

I too would love to see BATTLETECH’s Solaris VII potential developed.

And at least HBS too, has hopes for the very same thing.

In Success of course, a HELLUVA lot of Success. : )