Jordan Weisman, the founder of FASA Corporation and creator of the MechWarrior franchise has reacquired the license for MechWarrior back from Microsoft along with a few other properties previously in the FASA catalog. He has taken his newly reacquired franchises back and launched a new game company to boot, Smith and Tinker. While he hasn’t made official any news as for what he’s planning to do with MechWarrior and any of the other franchises, his new company is geared toward developing internet based games tied to offline products. Does that mean an MMO? Who knows, but it’s fun to imagine what it would be like.
Obviously a MechWarrior based MMO would be ultra cool but what would it really be like? I guess the first question would be what would the combat be like? Most traditional MMO’s are skill based games like World of Warcraft or Age of Conan, but there are good examples of games that are twitch based which have worked well like World War II Online or Planetside. After playing the MechWarrior single player FPS style games I can’t imagine it being anything other than twitch combat. But does that mean no skills to level?
Not necessarily. There are always room to give players that oh so familiar feel of other MMOG’s. The Mech’s you pilot for example, it’s possible to unlock other classes of Mech as you advance, being a good example of putting skills into the game. Or perhaps abilities or addons like jumpjets or more advanced components.
That could definitely lead to potential problems with higher level characters out classing lower level character just based on equipment, but in a twitch based system the lower level guys still have a chance to win in a fight, especially if several team up to take down a more advanced player. In a system like a FPS – how long you’ve been playing or how high your level is has no impact on whether or not a newbie can land a hit on a high level target. It would just effect what that newbie is hitting with – and you can bet even the lower level weapons will hurt.
But you can’t just have nothing but massive scale combat in an MMO, there has to be more. Otherwise there is no point in making it an MMO is there? Then it’s just another FPS. If you include non-combat roles it adds even further to the skill based system that so many fans of MMO’s are used to. You could have merchants or traders, scavengers or salvagers to go over the wreckage of fallen mechs to see if there is anything of value (like the MechWarrior 4: Mercenaries feature), engineers and mechanics to fix the mechs and other equipment. Then the crafter roles which will be the ones building replacement mechs and weapons – along with any other items that will be available in the game.
To have a nice flowing economy and to keep things fresh and mix things up in the game – mechs should be permanently destroyable. Mechs that are damaged bad enough to be inoperable on the battlefield but aren’t permanently destroyed should be able to be salvaged by the victor team or whoever happens along the wreckage. Players who do nothing but fight in the game and have no means of income would obviously need a way to make money. There are ways to do that. If you wanted to do it right, you could institute an actual mercenary system where players could rent out their services for a paycheck. If you wanted to go the easier route, you could just award a certain amount of money for every enemy the player kills. Or obviously they could make money running missions (quests).
What if a player runs out of money and loses their ride? Well – we could be really mean and make them go learn another trade. Or we could have a starter mech that is always repairable for them to start over with. Maybe just a light scout class mech like the Raven or something in that class. Single small laser and a light chassis – now go run missions! Heh, there are lots of ways to do it. But my point of this whole article is that if there ever was a MechWarrior MMO – it should revolve around two key things. Combat and money.
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4 comments so far
The best way for Mechwarrior to be turned into an MMO is to use the same mechanics that are used in Eve Online. They’re very similar in style, in terms of outfitting ships, etc. It has a completely player run economy, production, industry, etc. Check it out, and I recommend pimpin the idea!
May 28th, 2009 at 5:31 pm
PEOPLE…. BATTLETECH 3025 ring a bell. This was a mechwarrior game released in MMO style by EA Games. It was only in beta and right before the crash of the gaming industry. Check it out it was sweet.. But a eve online style would be cool for customization but it was nice to have game that relied on player skill more then what items one has..
July 25th, 2009 at 12:31 am
Unfortunately the Battletech series has had ups and downs in the way of ever getting an MMO style game actually released. 3025 was as close as they got, and after being bought and sold and traded it eventually rested in the hands of Microsoft who shut it down for good in 2005. Hopefully it will be revived one day – now that Weisman is getting into game development more maybe our dreams can see the light of day?
July 25th, 2009 at 6:21 am
I was only thinking about how great a Mechwarrior MMO would be today and was discussing it with a work colleague still addicted to WoW. There appears to be too many WoW-fantasy clone MMO games, and apart from Jump Gate there is no sci-fi and/or twitch based alternatives being developed. I love the combat + money focus. Eve mechanics would be suitable and I will look into Battletech 3025 (shame it did not continue in some shape or form).
August 17th, 2009 at 4:20 am
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