Posted 27 June 2012 - 12:56 AM
Some sort of balance can be done by very high repearing costs, so to fight in clan mech you should stay alive or farm on IS mech or with IS weaponry. In adv videos of MWO there is a line about medium mechs that they are the majority, so I can only assume that profitable mechs will be light and medium, heavy will be 0/0, and assault could even have negative income. It's f2p, not free, anyway we will be paying for premium.
Posted 27 June 2012 - 02:45 AM
Posted 27 June 2012 - 09:46 AM
I think after prolonged engagements Clan pilots might have piloted IS 'mechs if their own was too shot up to be recovered and there were no replacements, but I can't recall any specific instances.
My view right now is that I'd rather have Clan 'mechs be unavailable for salvage due to either their advanced tech or being taken immediately to R&D facilities. Maybe after players have destroyed a few hundred or thousand of a certain Clan 'mech, R&D comes up with the appropriate IS model which can then be bought in the lab. Same thing for weaponry.
Posted 27 June 2012 - 10:48 AM
Posted 27 June 2012 - 04:05 PM
Posted 27 June 2012 - 07:36 PM
Posted 27 June 2012 - 07:43 PM
What might be cool if there was a Dev event "when the clans come" that lets you win a Clan mech from the event. But you should never be able to take stuff from other players.
Posted 28 June 2012 - 05:33 AM
I would also like an option for duels for pink slips. Not something mandatory but optional that people can do for fun. Warrior vs Warror to prove their mettle. The duel option could only be used if you have an extra mech of course.
Posted 28 June 2012 - 05:37 AM
Posted 28 June 2012 - 06:03 AM
This can be implemented as a type of fight on Solaris.
I'd like it.
Posted 28 June 2012 - 06:09 AM
Becuase in world of tanks its kind of go in and kill people until you die, with very little reward in playing smart
Posted 28 June 2012 - 06:22 AM
So many problems that one player each game night was responsible for assigning salvage and arbitateing the arguments over it. Please do not do that to this game. Salvage in PVE might be an option, but let's keep MWO about the fun and excitment of competition, not who gets the scraps.
Didn't House units control the salvage in canon and Mercs just get paid for it? Not a fair advantage for Mercs and Lone Wolves.
Edited by Lorchan, 28 June 2012 - 06:26 AM.
Posted 28 June 2012 - 07:13 AM
Posted 28 June 2012 - 07:22 AM
Another good reason to pick House Steiner from the start! (...thanks Son of the Dragon!)
Posted 28 June 2012 - 07:28 AM
Posted 28 June 2012 - 09:08 AM
Having semi-random 'loot' drops of broken chassis' for the winners does not fit anywhere in the BT universe and is an annoying mechanic best reserved for standard dungeon-crawlers. There has to be some kind of win-loss to balance things out in the game world, even if this kind of playing for keeps is reserved for a separate match type or special "high-priority" contracts and battles for important planets in the community warfare section.
Edited by RedHellion, 28 June 2012 - 09:09 AM.
Posted 28 June 2012 - 09:59 AM
For a Merc unit. Especially a small one it would not any more of a problem than usual since they would probably be scrounging for everything and would put whatever they had into service if it was better than what other POS they had. Large Merc units however would be using the salvage as a dump for spare parts. Again, front like units would not be getting salvage apart from likely replacement weapon systems.
The salvage mechanic is simply a way that the great houses(or hiring factions) limit their monitary exposure. Salvage was a form of payment that does not affect them in the slightest really, since it is not in any way a sure thing, they dont have to fly out and get the stuff, bring it home, or pay the Merc unit nearly as much. This is especially true when intel(which is frequently wrong) mistakes a company size unit for 2 scout lances with no other support, or that there would be heavy resistance and there is a commando present. In addition to that if the purpose of the contract is to aquire new equipment then they just lower the salvage percentage or whatever and raise the pay a bit. easy cheesy
I like the idea of salvage
Salvage is not very practical for the way we have been told the game is going to work-several reasons.
I like the RPG possibilities of this game. Therefore : I would like to see a "hard core" or some other type of mode where salvage plays a large part, possibly in the (sorry for using the term)"Clan Wars" setting when it is introduced.
Posted 28 June 2012 - 10:09 AM
Posted 28 June 2012 - 10:17 AM
Founders 'mechs should not be able to be lost to salvage; instead they would be returned to the player at the end of the battle win or lose, possibly with a base chassis for that 'mech remaining in the salvage pool.
Posted 28 June 2012 - 10:19 AM
Clan tech, and certain high-end lostech, is first available from Co-Op PvE (something similar to WoW's dungeons or EVE-Online's complexes - a high tier player can solo a low-tier dungeon, or a group of them can do a high-tier dungeon.) Higher Tier = > better level of salvage. This will also allow guilds/clans to practice coordination if their usual rival aren't available.
So let's say I solo a low-level PvE scenario and get a Clan ER LL. Cool, I'll mount it on my Atlas.
Now, I take it into a PvP match, and while I'm plinking n00bs at 800m, a Hunchback walks up behind me and AC/20s my arm off. Woe is me.
Now I have to do that PvE scenario again, because with my laser destroyed, all I can get through normal repair channels is the IS LL I used to have.
Not sure whether it'd be better for those things to be trade-able between players (ingame economy), or if there should be a cool-down timer (like in Star Trek Online) for certain dungeons.
But since it's a moot point until the Clans get here in 2013, they have time to think about it an implement something.
Yes, I really, really want there to be PvE content.
Edited by buckaroo, 28 June 2012 - 10:20 AM.
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