Part of that was answered in the area of skills that increase as you use them. Twitch is great in a rather fast mech... however if your carrying a heavy slow fire weapon its pointless to concentrate of being trigger happy if one dodge leaves your weapon useless for a while, and gets you nibbled to death. Then the twitch players (likely doing flybys or taking potshots as they zoom by in lighter mechs) are going to be happy unless they keep getting mauled by one shot bombardment kills from the less caffine driven skills of a heavier mech. The idea is to let players decide if they are twitch monkeys or slow methodical snipering/bombardment tanks.
The point is to make a game that reward all play styles and not just makes he who consumes the most caffine wins or make snipers the only way to go. Rewarding strategy is something that should be covered by the way it allows people to play the game.
The idea I've seen so far would be summed up as make a RTS with a command role that could be filled by a computer or human player. The combat units are mechs. This is simple enough, its a basic RTS. The Commander would give out both general orders and orders to specific units. Once the battle is won or lost the commanders' units are given parts, mechs, and land as prizes... plus any bounties on the mission itself. Units get exp in stats and prizes in cash or salvage, plus bounties.
So the first level is that of a RTS, under that is the level of the FPS with mechs as the units... and power armor as ejection systems and random vehicles. So an opition to eject out of or into the battlefield has to occure. The into the field ejection is labled as an extension pack.
The third section of the hame is the before/after the battle where the players get to upgrade/change mechs and at least at command level NPCs are running around the base getting more parts, salvaging stuff, doing Repair and Refit work, etc...
The idea of the game seems to be that of an Real Time Strategy that lets you use play as a mech game. The in mech fighting is the meat of the game, but it allows you to be command also. The command giving overlord section I'm pretty sure would be unquie in the first place.
So at some point you have to limit the amount of overlord positions involved. Probably by making army size smaller the more commanders you have involved.This probably means that basic combat units are 4-8 mecha players to one command unit. Units would then be in alliances of various sizes... the more connected units the bigger the army. Any unfilled slots of either command or mech units are filled by NPCs.
Once your at this level of complexity you can start with adding alternate mission objectives beyond Search and Destroy, Surrivial/Escape, and protect this unit.
The point is to make a game that reward all play styles and not just makes he who consumes the most caffine wins or make snipers the only way to go. Rewarding strategy is something that should be covered by the way it allows people to play the game.
The idea I've seen so far would be summed up as make a RTS with a command role that could be filled by a computer or human player. The combat units are mechs. This is simple enough, its a basic RTS. The Commander would give out both general orders and orders to specific units. Once the battle is won or lost the commanders' units are given parts, mechs, and land as prizes... plus any bounties on the mission itself. Units get exp in stats and prizes in cash or salvage, plus bounties.
So the first level is that of a RTS, under that is the level of the FPS with mechs as the units... and power armor as ejection systems and random vehicles. So an opition to eject out of or into the battlefield has to occure. The into the field ejection is labled as an extension pack.
The third section of the hame is the before/after the battle where the players get to upgrade/change mechs and at least at command level NPCs are running around the base getting more parts, salvaging stuff, doing Repair and Refit work, etc...
The idea of the game seems to be that of an Real Time Strategy that lets you use play as a mech game. The in mech fighting is the meat of the game, but it allows you to be command also. The command giving overlord section I'm pretty sure would be unquie in the first place.
So at some point you have to limit the amount of overlord positions involved. Probably by making army size smaller the more commanders you have involved.This probably means that basic combat units are 4-8 mecha players to one command unit. Units would then be in alliances of various sizes... the more connected units the bigger the army. Any unfilled slots of either command or mech units are filled by NPCs.
Once your at this level of complexity you can start with adding alternate mission objectives beyond Search and Destroy, Surrivial/Escape, and protect this unit.