Reading the Dev question from 8/22, a lot of people seem to think that they will have to wait forever for others to complete their turn in a multi-person co-op game.
Hopefully, we will be able to set time limits between turns and it does not matter whether there are two players or 24 players. Set timer for 4 minutes and Go! Everyone moves in 4 minutes.
I know that we have talked about this before, but I do not know if the Dev's plan to make this part of the game.
This would allow us to enjoy company level combat or larger without the fear of taking all night. We already know that games will have a limited number of turns or other requirement to end the game.
I have suggested in the past that if a player times out, they loose any scrap/STACs or credits. This prevents people from receiving a reward for non-play. Will it occasionally screw someone that went LD, yes, but that should be rare.
I also think the timed out mech should go to auto move - auto fire for the rest of game play. They already have Bot mech's for PvE in the game.
Has anyone heard anything more definitive? I did try a search and came up empty.
I would like to see the Dev's involve us in the development of this game. I can see them picking our brains by offering us contests such as develop a scenario, create a map for a scenario and as this game gets deep, create campaigns. This can be off the cuff or historical. If the Dev's want to up the ante, then they can offer special items in game, that do not get you an advantage, but people know you won a contest and contributed to the game.
Maybe something like a custom paint job, lasers that are a different color or the ability to name something after you?
How would you like an in-game map with a bridge or town named after you or something like a title in game. If you follow any particular house, they could call you Duke Jordgeson... whatever...
So, to kick off the creative spirit, I will throw a scenario out there and then each person can explain what they would like to see in an in game event. Mine is simple... mostly because I am tired and a bit lazy.
I would envision a scenario where an assault mech has been severely damaged and has been ordered to retreat back to a safe zone. Your lance detachment of 4 light mech's have been ordered to meet with the assault mech as it leaves an embattled industrial zone.
So, the assault mech is entering from the western edge of the map which is a devastated industrial map, into rolling hills with a river and studded with medium woods.
The objective is to get the damaged mech to exit the eastern side of the map, the enemies objective is to finish the job and destroy the assault mech.
Your lance of light mech's is part of an invasion force in enemy territory. The locals have sighted the damaged and they have notified authorities of it's movements. The enemy has a local garrison lance, which includes one medium mech and 3 light mech's.
Your lance enters from the southwest, but does not have visual of the mech you are escorting.
The enemy lance starts in the northeast or maybe even a random section of the map and must make contact with the assault mech so they can attempt to bring it down.
I think the assault mech needs to be severely crippled so as not to over balance the scenario and depending on the size of the map, it may have to be operating on a damaged engine to slow the progress.
If weather is implemented, then I would go with light snow and limited visibility. If the "foot prints" of mech's could be modeled into the snow, this could be a good telltale sign.
As I said a pretty simple scenario and I am sure many of you can come up with fantastic ideas.
It is a shame, that the Dev's don't take the lead, but maybe they have something planned down the road.... so maybe you all don't want to give up your best ideas.. hehe.. decisions, decisions..
If I remember correctly, they are not planning on having piloting skills, which determine if a pilot can remain standing after performing tasks such as running on pavement or using jump jets. Is this correct?
So, why do they list a piloting skill unless they plan to implement piloting skills at a later time.
Personally, I think piloting skills should play a huge part of your game and tactics.