L`zard, on 03 February 2012 - 03:57 PM, said:
There's still more to come, Chief.....one expects something in counter-measures, eh? Actually, anyone under a predetor drop has a problem unless we have AAA specialists...........
Overall, I'm really liking it!
Anti aircraft or EWAR capabilities that help scramble feeds or block communication, if it's anything like modern Predator drones. Adds a lot of complexity to the game, can't wait to see more of what they do with this
L`zard, on 03 February 2012 - 04:22 PM, said:
Have you figured out if the willing are 'able'? IE; are we 'in'? I notice that CptAmerica assumes so, LOL! I'm waiting for 'permission' befor I change my sig..........It's your 'Unit', eh?
Further, if we keep the "1st Fed Exp Str Reg" name, could I suggest that it be changed to '1st Federated SUNS etc etc' or that the Federated part by taken out? It's not a package company, LOL!
The name was temporary anyway until I could figure out something that just sounds better, I was struggling with it when I created that. Could be the 1st Davion etc, or Federates Suns, or could be any number or no number, as long as it sounds like it fits in Battletech. Any suggestions are welcome!
And yes, you're fine changing your sig
I'm going ahead with the unit regardless, or I wouldn't have posted this thread. As for recruitment, looking for quality over quantity, so I figure that if I can get a feel for people in this thread as they post interest, I can gauge them a bit better then just going "here, fill out app, have nice day." Might have periods of open enrollment and have the unit scrutinize the individual applications (if I like them and the unit doesn't, then what's the point of recruiting them?) but was going to wait until we actually needed to do that, if ever.
I like knowing the people before I do invites, I hate people who like to swell rank just to get more numbers.
CPTAmerica, on 03 February 2012 - 04:25 PM, said:
There is also no mention yet as to how much damage will be done by each and how long the cool down time is for those actions. For all we know right now, anything larger than 60 tons could shrug off the damage and the recharge time could be a hell of a long time giving even the slowest mechs out there time to move in on your position.
I also forgot the important question of the delay between calling for fire and its effects. Also, will there be friendly fire effects for these support actions. I would hate to be ghosting behind an enemy unit giving you their location and make up only to be blown to little bits by a long delay in the artillery rounds dropping causing them to fall behind the unit on me or a bad angle on the aerospace strafing run.
The thing is, I doubt you'll want to get hit by any kind of air strike/etc, for a multitude of reasons. Yea, you might shrug off that damage, but it's less armor you had before you engage an enemy, which can still turn the tide of battle. It may be called in later, and take advantage of an opening in your armor, causing a critical failure or something. Maybe they've got you cornered or put into a situation where the environment would cause a problem (rising heat due to them setting fire to a forest you're in.) Could be on something unstable like a bridge, or you might take a gyro hit or something that knocks you over...giving the enemy a huge advantage.
Rest of it is the same, we can't know alot of it until the game hits and we see it up close. I think they said friendly fire is on, though.
CPTAmerica, on 03 February 2012 - 04:49 PM, said:
So, to truely role play this unit, will you forego the artillery bombardments? The naval bombardments are of course still fine as they would be a seperate asset even from your aerospace wings according to most unit TO&Es in the canon. I'm just curious as to how much role playing you will put into this. I, personally, would love to see you take the personna of Col. Jack Gallows of the 1st FESR which does not employ artillery units. Wish you could maybe get two aeros strafes or cut the cooldown time in half instead though.
Who knows how much customization we'll be given down the road in regards to that kind of stuff, like making it so we can do naval bombards twice as much, but have to give up X ability.
In game, I can't honestly forgo using artillery just to satisfy RP, unless we all agree on something like that and we're fighting another unit that has their own hindrances/quirks if they want to have a more realistic battle or what have you. I'm looking to get all kinds of people, and RP is fine off the battlefield if people want it, but there's probably not going to be a whole lot of people willing to fit it into actual matches. Especially since it'd go out the window when the Clans hit
Edited by Jack Gallows, 03 February 2012 - 06:10 PM.