MechWarrior: Living Legends
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Author Topic: A play controlled Industrial Side/Skill for it.  (Read 408 times)
Hitman xXx
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« on: May 29, 2008, 12:30:07 PM »

There 2 part of this idea

Part 1 Player controlled Industrial

Part 2 Skills Need to build pilot stuff in game.


Will there be one day a player controlled Industrial Side were you go to a factory and build and sell mechs and parts or even own the factory and build bases that other will want to take over. As this will be a great way to earn C-Bills. Starting from mining to refining and ending at building what ever your heart want in the game.
As all of it being player controlled and littel in the ways NPC this giving player more power and playing rights were more then just people who want to fight can play. As i seen on many other game there are carbear out there and many like to mine away or earn a living other then Blasting away at someone. Personly i like the blast away at someone. This also open ways for unit to have a way to build up. And give the mean for merc to have a way to be paided VIA mechs, ores, or the C-Bills from stuff being sold from the Industrial side of a unit.
Also for the NPC side will offer BPO for stuff to be built and use the few NPC control areas to build them for player be for the players themself can own them. This also can give the use of such areas to rent out for other to build stuff, thus earning more C-Bills.

On the other part Skills.

Will there be a lvl gaining system or skill book gaining system or a mixtor of both. As it being a way to make newer ppl earn there way up the chain from noob to elite.
Like in WoW there a lvl sys were you fight and gain exp. The more you play the higher the lvl you are.

And in a game I'm playing called EvE-online You must train skill books that only need time to trained, each going to a lvl. Maxed lvl being 5. And lvl 5 being the longest to trained out of the other 4. And that controls what you can do. Being that you train to pilot a light, med, hev, or asst mech. Taking the longest time to being in a asst mech. Or on the other side being a Industrial you can earn your way up the latter. you must train up mining to refining then factory building.

This giving a nice mixed of Fighters and Industrial in the game and seeding the way for a fully player controlled economics's in the game.

Plz i like to know what you all think about this. As i know this will be something far off, but something to think about and keep on the back burning for now.
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AoP
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« Reply #1 on: May 29, 2008, 12:42:08 PM »

"I'm afraid not" would be the answer to both questions.
While this may seem interesting to some, we're neither creating an economy simulation nor a roleplaying game.
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PanzerBoxb
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« Reply #2 on: May 29, 2008, 12:44:53 PM »

Well, my "dream" for MWLL would for the mod to be so hugely successful that the team is offered a paying job to refine, improve, and expand the capabilities.  Then something like this idea could be brought to fruition.

Then again, that could be a bad thing because I would not leave my computer room.  Wink
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Seraph
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« Reply #3 on: May 29, 2008, 12:51:31 PM »

Well, my "dream" for MWLL would for the mod to be so hugely successful that the team is offered a paying job to refine, improve, and expand the capabilities.  Then something like this idea could be brought to fruition.

Then again, that could be a bad thing because I would not leave my computer room.  Wink

I agree ... but when it comes to that (not being able to leave the room) we all know how that's going to end:

http://techgadgetforums.com/files/gaming_room_3.jpg

Cheesy But we will see about that!

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TimoBlastem
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« Reply #4 on: May 29, 2008, 02:59:19 PM »

I always thought that MW would make a great MMO; If you can't buy something, you battle for it with mechs!  You could make it so people can buy buildings on a map, but they would lose them when the map is over, just like everything else.
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Swissjak
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« Reply #5 on: May 29, 2008, 04:09:44 PM »

Those ideas make the RPG geek in me happy, however, this game is going to be about destruction. You are fighting off an invasion, not running the family business. Think frontlines or quake wars-esque game design.

Those would be good points to bring up for any kind of MMO adaptation, but sadly not here.
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PanzerBoxb
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« Reply #6 on: May 30, 2008, 08:48:18 AM »

It does not necessarily have to be MMO territory.  A fine example of this implemented in a FPS game is the Evolution series of scenarios for ArmA.  You start out as a lowly private and have to work up to being a Colonel.  Along the way you unlock the ability to use more effective equipment (both vehicles and small arms) in addition to being able to recruit more AI soldiers into your squad.
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