Basis:
I have noticed that there are no few players who complain, often emotionally, about the game and how it works. Most of this seems based upon a lack of understanding how the world of Battletech funcitons. I haven't seen much in the way of instructions and learning resources attached directly to this particular iteration of the Battletech/Mechwarrior saga, but there is an entire mountain of resources out there for it. Currently the most effective are the hints displayed in the upper left of the screen, but these are very limited.
Background:
Battletech is both a game and a world which is based upon two major points: Tactics and the activities of certain major players in the world of the Inner Sphere. I use the word "world" to denote an environment vice a planet in this case. Tactics refers to two specific types, those being the combat tactics used on missions and the tactics used in the political environment that exists in the Inner Sphere. Both should be very important because they determine the survival of the player's Mercenary company on the battlefield and it's long term survival in a very political universe. The major players in that universe are the major houses, the Clans, and of course Comstar.
Suggestion:
My suggestion is two fold, covering the need for players to be able to understand the workings of the game and for the game to better support the viability of player immersion into the game. The player needs to actually understand the strengths and weaknesses of their equipment, both mechs and equipment in order to balance their unit and develop good tactics as they advance through the game. And the game needs to draw the player into the game as they advance and develop a positive attachment to the game for the game itself to survive in a world where new games pop up every day.
So first, I would suggest adding an option to the game that gives access to the specs on all vehicles, mechs, and gear (weapons, armor, defensive and support equipment), as well as things like turrets. Give the players a 3D view of the item, a list of stats, and some bit of information on the item that tells them ways that they can use it. Such as "The large laser, while much heavier than the smaller medium laser, is an excellent choice for sniping targets at a distance". Much easier to learn where and when a large laser is a good choice to use than giving them the specs that shows 5 medium lasers do much greater damage than a large laser, but generate a tremendous amount of heat and require much closer range to the target to be effective.
Second, enhance the mission system. Create a better chain system that uses the results of one mission to create more missions. When something happens involving a mission in the Inner Sphere (or the Rim, etc) there is somebody behind it, most often either one of the major houses or somebody tied to a major house. Nearly all major operations, which means something involving battlemechs, is the result of the big powerhouses maneuverings. Providing a visible link to more missions allows the player to run their mercenary company more effectively and to follow the money/work through farther. The player gets to "see" the heart of the world they are playing in, make choices in how they want to play it by either choosing sides or being neutral and just earning a living. The game becomes more fun and more involved for the player at that point, giving them a positive attachment to the game. Maybe they decide they want to side with Hanse Davion against his sister Katrina and follow missions that aid Davion against Steiner, or whatever.
Involvement is good for the game's survival. Having a means to develop the skills and understanding of how it works along with being made to feel like they are part of the world they are playing in makes for a good game, even in a turn based version.
Additional:
Simulator training. The Argo has the simulators which, conditionally, give experience to the mechwarriors on the Argo. It would be a nice option for the player to be able to actively use those to learn to play the game better. i.e. the player assigns up two or four pilots to train in the simulator and sections a mission type. The pilots are evenly split against each other, with the player getting to control one side and the other side is AI. The player gets experience for their mechwarriors and also gets a chance to learn how things work. It's a simulation so no real damage or deaths and of course no money earned, but the player can actually learn the game better. Have it consume a day of time to do it so there is balance in the game, but don't limit the training value when using the simulator actively.
EDIT:
To the simulator idea I would add the option for informational flashes of text, such as "Left Arm destroyed, damage transfered to Left Torso Structure". Something that helps the player understand how it works and how to use that tactically. (Thanks to Gravedancer and Chefcook90 on Steam for triggering the idea in my head.)
I have noticed that there are no few players who complain, often emotionally, about the game and how it works. Most of this seems based upon a lack of understanding how the world of Battletech funcitons. I haven't seen much in the way of instructions and learning resources attached directly to this particular iteration of the Battletech/Mechwarrior saga, but there is an entire mountain of resources out there for it. Currently the most effective are the hints displayed in the upper left of the screen, but these are very limited.
Background:
Battletech is both a game and a world which is based upon two major points: Tactics and the activities of certain major players in the world of the Inner Sphere. I use the word "world" to denote an environment vice a planet in this case. Tactics refers to two specific types, those being the combat tactics used on missions and the tactics used in the political environment that exists in the Inner Sphere. Both should be very important because they determine the survival of the player's Mercenary company on the battlefield and it's long term survival in a very political universe. The major players in that universe are the major houses, the Clans, and of course Comstar.
Suggestion:
My suggestion is two fold, covering the need for players to be able to understand the workings of the game and for the game to better support the viability of player immersion into the game. The player needs to actually understand the strengths and weaknesses of their equipment, both mechs and equipment in order to balance their unit and develop good tactics as they advance through the game. And the game needs to draw the player into the game as they advance and develop a positive attachment to the game for the game itself to survive in a world where new games pop up every day.
So first, I would suggest adding an option to the game that gives access to the specs on all vehicles, mechs, and gear (weapons, armor, defensive and support equipment), as well as things like turrets. Give the players a 3D view of the item, a list of stats, and some bit of information on the item that tells them ways that they can use it. Such as "The large laser, while much heavier than the smaller medium laser, is an excellent choice for sniping targets at a distance". Much easier to learn where and when a large laser is a good choice to use than giving them the specs that shows 5 medium lasers do much greater damage than a large laser, but generate a tremendous amount of heat and require much closer range to the target to be effective.
Second, enhance the mission system. Create a better chain system that uses the results of one mission to create more missions. When something happens involving a mission in the Inner Sphere (or the Rim, etc) there is somebody behind it, most often either one of the major houses or somebody tied to a major house. Nearly all major operations, which means something involving battlemechs, is the result of the big powerhouses maneuverings. Providing a visible link to more missions allows the player to run their mercenary company more effectively and to follow the money/work through farther. The player gets to "see" the heart of the world they are playing in, make choices in how they want to play it by either choosing sides or being neutral and just earning a living. The game becomes more fun and more involved for the player at that point, giving them a positive attachment to the game. Maybe they decide they want to side with Hanse Davion against his sister Katrina and follow missions that aid Davion against Steiner, or whatever.
Involvement is good for the game's survival. Having a means to develop the skills and understanding of how it works along with being made to feel like they are part of the world they are playing in makes for a good game, even in a turn based version.
Additional:
Simulator training. The Argo has the simulators which, conditionally, give experience to the mechwarriors on the Argo. It would be a nice option for the player to be able to actively use those to learn to play the game better. i.e. the player assigns up two or four pilots to train in the simulator and sections a mission type. The pilots are evenly split against each other, with the player getting to control one side and the other side is AI. The player gets experience for their mechwarriors and also gets a chance to learn how things work. It's a simulation so no real damage or deaths and of course no money earned, but the player can actually learn the game better. Have it consume a day of time to do it so there is balance in the game, but don't limit the training value when using the simulator actively.
EDIT:
To the simulator idea I would add the option for informational flashes of text, such as "Left Arm destroyed, damage transfered to Left Torso Structure". Something that helps the player understand how it works and how to use that tactically. (Thanks to Gravedancer and Chefcook90 on Steam for triggering the idea in my head.)
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