I had made a post yesterday, before I realized this was an old thread (should've figured, given how long it's been since Andy was here :P)
And also...apparently my answers back then were more or less the same, just written more...ecstatically, which is a bit embarrassing.
So I'm gonna examine it and see what I would like changed, as there's a big difference then and now.
Thanks Andy, a legitimate chance to...actually do something...now to the topic.
· What your favorite type of quests were
Particularly I like ones involving walkaround and end with a good cutscene. MQ's first story mission with the Tibattleonia thing was a fantastic example of this.
Besides that, Braddock's minigame was great, I'd like to see something like that implemented in the future.
Ok so here I didn't think it through at all.
What I like more than any of this is quests where you do not need to repeat them. It's boring, which is the opposite of what a game should be. I don't mind it OCCASIONALLY but it makes up 70% of MQ's quests as it is. Yokai is the biggest offender, as it doesn't even bother telling you how many times you need to complete each mission.
Things like Lagos' Island exploration is preferable even, as at least it has some nice walkaround and other things to do.
· What you like and do not like about the Mechs in the game
What I like, is how all of the mechs pre-Steve Skysplitter looked. Awesome artwork and style, and the monthly mechs of the time were fantastic and powerful. Specifically the early monthlies. They had a very consistent military look, were incredibly detailed and very powerful. The look in general was my favorite appearance for any mech style in the game. My personal favorite was the Mohawk, large and powerful while also very detailed and good looking.
The Pirate series also looked fantastic. They were a good combination of themed (which I usually hate) and still keeping a decently realistic (but not boring) military appearance. They also had a great color scheme. I just wish the Sniper had different legs, its own didn't fit it well at all.
As for early mechs, art's always been great. The Shadow E series has amazing detail and I'd love to see more like that. The SDF were also good, but one I particularly loved was the HammerHead. It was the first real war based mech of the time because it was said to be used by soldiers. Either way, it looked great and was pretty strong for the time. Actually, it would make sense to make more military mechs. The SDF is supposed to defend the planet so they should be elite, their last mechs are quite outdated then.
Recently, I reeeeally disliked the new art style. The Nemesis used it well but overall it turns out kind of...cheap looking to me. It's a lot less detailed than mechs from the beginning of the game which is weird. Also, they mess up the colors, compare the Imbiber on the same color as a HammerHead, if you use dark purple like I do, Imbiber instead has a weird bright pinkish hue to it. The new style just lacks quality. Shading is off and it's just less detailed overall, they look out of place in the game as they're less advanced than even the Newbatron in art.
Another problem is that there's a lack of permanent powerful mechs, most of the reeeally good stuff has gone rare causing a severe power inflation while the game should be catering to newer players.
My views haven't changed much on this. The art's been on weird wave lately. Often, it's just too simplistic to mesh with MQ's established art-style. Imbiber being the worst example as it looked like it belonged in HeroSmash. I shouldn't have to explain why that makes it stick out.
Now that's not to say the simple style hasn't worked before. GlaDERP is an example where it worked, and to a lesser degree Mechatron. Nemesis was also detailed, but then it ran into issues with color and shading.
Also another glaring problem (which I seem to have briefly touched on) is lack of permanent Mechs. Now this has always been an issue but my views have changed slightly. What if the Mechs were used to give an area atmosphere, thus adding to the story? Just as a random example, say we're on some abandoned Desert world and we come across an outpost of soldiers willing to sell us a Mech that fits that type of scenery. Coolness is an important factor too, which is why it disappoints me some of the better looking Mechs (Mohawk, and most old SCMMs) that actually looked like realistic war-machines. SDF could even use it.
They are after all, supposed to be elite warriors. It makes sense that our Military would have better equipment than the average pilot.
· How you feel about the plot.
In the beginning, I loved it. Gave a good feeling that we were entering a war that we were vastly outmatched in. Recently, it's been...sort of blah. I think the main reason is unlike DF, MQ lacks any sort of cool NPCs, the most it has is Braddock and J6. There's no-one besides us who really even does anything. If MQ got back to the war theme, for example maybe having us go to some ShadowScythe conquered areas since they are stronger than mostly everyone, it could be more interesting.
Whooo...have a lot to add here.
Like before, the lack of memorable NPCs is one of the downsides when comparing this and DF, which has a ton of characters even if some of them don't do much.
Look at the IrisMancer. Used to move the plot forward even though he was a minor enemy. If MQ did this more often, like it did on Necryptos, we'd have more enemies that could be notable.
Barbarossa was one who could've been interesting, but then he just sort of disappeared. He even had his own custom (and nice looking) Mech. He's still alive even, so why not continue that?
ShadowScythe are also poorly developed. Valoth has pretty much done nothing but summarize events for the player, and while Medeia does some interesting things she's seen so rarely it loses its touch. I'd be inclined to say even Sepulchure (who I think is a pretty bad character) is far better than any ShadowScythe shown so far.
Gameplay-wise, they don't feel intimidating. They're so below us on the powerscale that whereas Vampires came off as powerful pillars to be smashed, ShadowScythe are just fodder that elicits a resounded "Eh."
Necryptos in general was a good example of a nice small plot (it had its problems but overall the good outweighs the bad) with mini-bosses who were somewhat unique. Yeah they didn't get amazing development, but they were memorable and had some semblance of personality.
This applies to good guys as well. We're in an army, yet there's no other Ace Pilots besides Sys? mechanics? Engineers? Bounty Hunters Mercenaries SOMETHING. J6 was memorable...and then he stopped being important at all.
"And that's all I have to say, about that"