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It's not using the same engine as Mechwarrior 5: Mercenaries and everything about the Game Play Loop is going to be significantly different. Thus there is no reason it wouldn't be an entirely different game.
This is already answered, people want Sandbox, the community consensus is that HotIS DLC is the most value, most important DLC. The other DLCs are only recommened if you want story.
We have already had that though.
This is FAR more interesting.
Probably not the same engine...ue5?
The split is probably closer to 50/50 than biased in either direction, to be sure, but there is far from a consensus that procgen was a good choice. Indeed, most of the other DLCs are praised mostly for their coherent, scripted campaigns, albeit with a bit of (warranted, imo) grumbling at the fact that they're 15 bucks a pop for the experience.
I myself would like a split, that is a scripted handcrafted mission series with opportunities to sandbox, but honestly I don't really see any coherent way to make an unscripted/sandbox campaign when they have to adhere to a pretty well established lore timeline for the Invasion. Hopefully they either include a "what if" career where you just invade at your own pace, or there's a sandbox from the IS perspective or something.
But the story and maps where a lot better for sure in the DLCs. Mechwarrior 5 imo is an example of over relying mostly proceduraly generated maps and missions making the game feel a lot more dry. Which is expected when you have WAY too many planets to hand craft but still kind of a bummer when they feel so samey, even with new biomes (including mod biomes).
I think ProcGen has its place and uses, but hand crafted experiences are usually better for Mechwarrior. Being able to explore the entirety of the inner sphere sound great, until you realize you are just travelling between a handful of biomes and mission type. Theres a lot of variety in the Battletech universe as far as habbited and uninhabbited places go and it would be nice if more of the places we visited where unique.
All of that being said I understand that PGI is not a Triple A development team and cant actually hand craft thousands of systems down to the most intricate detail, but this game (im assuming) is going to be more linear which is great because they can put more time into making the environments feel more immersive, controls and cockpit feel more immersive.
Making a clean cut and start with "a new engine" after 4 years and 5 DLCs doesn't seem to be a bad idea.
Its best to let MW5M be and let the modding community cook with what they have there and PGI can focus on making this game better than the last game with the time they have.