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Developer Q&A 3 - Information Warfare


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#21 LakeDaemon

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Posted 18 January 2012 - 10:46 AM

View PostInnerSphereNews, on 18 January 2012 - 10:00 AM, said:

Traditionally, some Mechs were considered better at detecting other Mechs, or better at information warfare. For example the raven, the Rifleman (radar) or the Cyclops come to mind. Will some Mechs be better/have more module slots than others? –Salesninja

[PAUL] Right now, our module plans are generic across the board. They will fit into any open slot in any BattleMech chassis.


Ok so if all mechs can use all modules, whats the point of using a raven again?

#22 Dihm

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Posted 18 January 2012 - 10:47 AM

View PostLakeDaemon, on 18 January 2012 - 10:46 AM, said:


Ok so if all mechs can use all modules, whats the point of using a raven again?

It's speed, the fact that it has ECM and an Active Probe? Size? Cost to repair/purchase?

#23 LakeDaemon

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Posted 18 January 2012 - 10:59 AM

Right but, from the comment above, all mechs could now have essentially the same electronics and sensor suite that a raven has. Im not hung on the raven in particular but its my example of how mechs like the raven that have exceptional abilities are being obsolesced.

I dunno, maybe if mechs come permanently preinstalled with modules that are canon-supported like the raven's sensor suite that cost nothing in terms of weight, criticals, etc..since the mech is BUILT around that purpose. Then the pilot can customize the load out to make them their signature mechs. But if there is no limit to how many modules you can install imposed by the mechs design, by weight or criticals, then we are back to obsolescing.

#24 Khushrenada

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Posted 18 January 2012 - 10:59 AM

View PostDihm, on 18 January 2012 - 10:47 AM, said:

It's speed, the fact that it has ECM and an Active Probe? Size? Cost to repair/purchase?


ecm and active probe would be a module, no? so i can fit that into an atlas as well ;)
your other points are valid though.


besides:

Quote

[DAVID] All players will be able to view the BattleGrid. Those with commander abilities will be able to issue orders through it, as well as receive more detailed information.


so this means we dont have ONE commander (that we have to defend, was said in an earlier Q&A or blog), but as a matter of fact many commanders? :blink:
in the worst case giving contradicting orders all the time :lol:

a solution might be to pick the one with the highest skills, but what if some people have equal high skills? since this skill gives you more info on the battlegrid i think it will be usefull to all players and therefor a lot of people might spend xp`s on it without even wanting to be a commander in a match (who would be me, as i am just not a commander type, but i like to have as much info as i can get on the situation)...

#25 Listless Nomad

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Posted 18 January 2012 - 10:59 AM

Disappointing that there aren't faction specific mechs. I really hope they have a change of heart with this, or make mechs from other factions prohibitively expensive.

#26 Fresh Meat

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Posted 18 January 2012 - 10:59 AM

again, awesome job guys

#27 TheRulesLawyer

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Posted 18 January 2012 - 11:01 AM

View PostListless Nomad, on 18 January 2012 - 10:59 AM, said:

Disappointing that there aren't faction specific mechs. I really hope they have a change of heart with this, or make mechs from other factions prohibitively expensive.


All it takes is a repair cost modifier and you'll see most people shying away from out of faction mechs. Now if its just the purchase cost that is different, that's hardly a barrier.

#28 Red Death

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Posted 18 January 2012 - 11:11 AM

Lol, my first post, and it gets answered. :P

#29 Odin

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Posted 18 January 2012 - 11:18 AM

The sheer number of opportunities!
The tactical possibilities - we 're be able to go for a specific playing style/specialisation, like being snipers or short/long range shooter;
Your own individual preferences matter and can be trained, right?

Awesome!





S!

#30 Frantic Pryde

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Posted 18 January 2012 - 11:18 AM

View PostKhushrenada, on 18 January 2012 - 10:59 AM, said:

so this means we dont have ONE commander (that we have to defend, was said in an earlier Q&A or blog), but as a matter of fact many commanders? :blink:
in the worst case giving contradicting orders all the time :lol:


Well, that makes sense at the company level. We would have a company Commander and 2 lance Commanders. Plus, each lance can have an XO. Thats a perfectly reasonable reason to let anyone install command modulesI think. Besides, just because you have some fancy electronics doesn't mean your the big cheese! I imagine it will be sorta like MPBT was where whoever had the highest rank would generally take command of the unit.

View PostLakeDaemon, on 18 January 2012 - 10:46 AM, said:


Ok so if all mechs can use all modules, whats the point of using a raven again?


They did say some would have more space than others... Mechs like the Cyclops, Rifleman and others where mentioned. I'm fairly positive other mechs like Javelin and Raven would have a few more slots than most mechs. Also, I think they have sorta implyed (can't remember where) That things like BAP, ECM etc, would not be modules but actual equipment mounted on the mech. The Raven comes standard with all that stuff. Not to mention, being small (easier to hide) and fast (easier to hunt and evade) are good features in a scout :)

#31 MaddMaxx

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Posted 18 January 2012 - 11:22 AM

View PostLakeDaemon, on 18 January 2012 - 10:59 AM, said:

Right but, from the comment above, all mechs could now have essentially the same electronics and sensor suite that a raven has. Im not hung on the raven in particular but its my example of how mechs like the raven that have exceptional abilities are being obsolesced.

I dunno, maybe if mechs come permanently preinstalled with modules that are canon-supported like the raven's sensor suite that cost nothing in terms of weight, criticals, etc..since the mech is BUILT around that purpose. Then the pilot can customize the load out to make them their signature mechs. But if there is no limit to how many modules you can install imposed by the mechs design, by weight or criticals, then we are back to obsolescing.


He mentions that the Modules enhance or buff a particular system. The Night vision example shows that. The mention of a C3 replacement was not noted as in stone so I would say the Raven's systems, that are Stock, would be enhanced versus being a replacement via the Modules system.

#32 Elpeo Ple

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Posted 18 January 2012 - 11:22 AM

Thanks for the new information. :D

#33 Dihm

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Posted 18 January 2012 - 11:24 AM

View PostFrantic Pryde, on 18 January 2012 - 11:18 AM, said:

Also, I think they have sorta implyed (can't remember where) That things like BAP, ECM etc, would not be modules but actual equipment mounted on the mech. The Raven comes standard with all that stuff. Not to mention, being small (easier to hide) and fast (easier to hunt and evade) are good features in a scout :)

Beat me to it. BAP and ECM remain equipment that requires tonnage and critical spaces.

Now, if they allow a full blown mechlab where any mech can have those things installed on them, we're back to the valid points of "why bother with a Raven?" Just throw them on an Atlas and put scout modules on it.

#34 SquareSphere

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Posted 18 January 2012 - 11:25 AM

Great G&A session, answered a lot of good questions

Things i gleaned from it
  • Modules affect existing systems/assets. ie it doesn't magicly give you abilities not related to what's already on your mech. the example was enhanced night vision, well if you don't have night vision on that mech, then the module is pretty useless so choose another.
  • Modules are currently generic and can be bought from store. IE there's not specific types of modules, ie sensor modules, combat modules etc. I'm sure that might change later, ie give mechs that where canonicly designed for a role more modules in that direction.
  • It'll be 1 life per match, once you're done you go into spectate mode
  • More info on battlegrid and how information flows the longer you can keep a target in LoS
  • You can shut down and go passive to reduce radar sig... I thought I might be more upset about this, ie just like MW2-4 where everyone just stayed in passive, but with better info tech it pays to stay active longer at least between the scouts and commander.


#35 Kaemon

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Posted 18 January 2012 - 11:26 AM

***edits*** slow posting means your questions get answered before you can post them.

:)

multiple commanders would be ok if there is a Chain of Command, and not 4 commanders per lance telling each other what to do (then contradicting the same order with their own orders).

if more than one commander per lance, LP or some other determining factor may need to happen.

/there can be only one (per lance).

Edited by Kaemon, 18 January 2012 - 11:29 AM.


#36 Dlardrageth

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Posted 18 January 2012 - 11:35 AM

View PostKaemon, on 18 January 2012 - 11:26 AM, said:

***edits*** slow posting means your questions get answered before you can post them.

:)

multiple commanders would be ok if there is a Chain of Command, and not 4 commanders per lance telling each other what to do (then contradicting the same order with their own orders).


Still leaves somewhat of an open question how that is supposed to be sorted out though. Can't really start a lenghty voting process every match for that, can we? And if you soleley tie it to LP, I see some (ego) issues in the making...

Apart from the fact that some people don't want to assume command possibly. No mater what Mech they're in or what LP level they got. Not everybody is cut out for that job, be it in real life or in game(s).

Edited by Dlardrageth, 18 January 2012 - 11:37 AM.


#37 SquareSphere

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Posted 18 January 2012 - 11:37 AM

It'll only be a problem in pub matches, sometimes you got to deal with that crud just like people that abuse Voice Coms in general mulitplayer.

#38 Aidan

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Posted 18 January 2012 - 11:38 AM

Verrrryyyyy Interesting !!! ... *spoken in English with a very heavy German accent*

:rolleyes:

#39 Kaemon

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Posted 18 January 2012 - 11:44 AM

View PostDlardrageth, on 18 January 2012 - 11:35 AM, said:


Still leaves somewhat of an open question how that is supposed to be sorted out though. Can't really start a lenghty voting process every match for that, can we? And if you soleley tie it to LP, I see some (ego) issues in the making...

Apart from the fact that some people don't want to assume command possibly. No mater what Mech they're in or what LP level they got. Not everybody is cut out for that job, be it in real life or in game(s).


If you don't want to command, probably not training that skill or having command modules would fix that, eh?

Or I suppose you could not do it, that'll probably be an option as well (I know in pub I'll pass the torch as often as possible).

Quote

Modules! We thought we'd answer all the modules questions (or at least most) in a single question, so here we go!

[PAUL] As to what the skills are, we are currently testing them out in gameplay. We want to ensure that these modules do not throw gameplay out of balance before releasing details on exactly what they do. Trollollololololllolllollololooooo!


Boy, if only we knew *cough* *cough* *Beta* *cough* some way of testing gameplay....

p.s. 01010100 01110010 01101111 01101100 01101100 01101111 01101100 01101100 01101111 01101100 01101111 01101100 01101111 01101100 01101111 01101100 01101100 01101100 01101111 01101100 01101100 01101100 01101111 01101100 01101100 01101111 01101100 01101111 01101100 01101111 01101111 01101111 01101111 01101111 00100001

Edited by Kaemon, 18 January 2012 - 11:46 AM.


#40 LakeDaemon

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Posted 18 January 2012 - 11:47 AM

View PostMaddMaxx, on 18 January 2012 - 11:22 AM, said:


He mentions that the Modules enhance or buff a particular system. The Night vision example shows that. The mention of a C3 replacement was not noted as in stone so I would say the Raven's systems, that are Stock, would be enhanced versus being a replacement via the Modules system.


I get ya. Makes sense. Thanks





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