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Developer Q&A 4 - Role Warfare


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#41 Kaemon

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Posted 15 February 2012 - 11:46 AM

Mods can you fix the title so it fits in with the other Dev Q&As?

*grumbles* just started a new player thread...and they start messing up the naming conventions *grumbles*

#42 XSive Death

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Posted 15 February 2012 - 11:47 AM

Quote

...what should prevent MWO matches from turning into carpet-bombing game?


Be pretty easy for the (we'll call them "extreme") modules to be role limited. You can all take the carpet-bombing module...but only the commander will be able to use it (the big red lettered "This module can only be activated by field commander authorization! in the description). At the beginning of the game you'll be at a disadvantage with your team having 1 less active module per mech however should your commander die...that commander role passes to another player, allowing continued use of the modules effects.

Seem's like this interview session was more about clearing up confusion over the previous. :)

#43 metro

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Posted 15 February 2012 - 11:56 AM

Excellent showing GENTS !

I wish I werent stuck in EUROPE, I would come to GDC and take your, ....umm Take you all out for a few drinks as my thank you for a great sounding game.

PAUL !!


HOTDOG??? ya hungry??

:)


Burp!!

#44 ScrewCityChris

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Posted 15 February 2012 - 11:57 AM

View PostXSive Death, on 15 February 2012 - 11:47 AM, said:

Seem's like this interview session was more about clearing up confusion over the previous. :P


I blame a (severe) lack of reading comprehension, or language barriers. Throw wild speculation onto the mix as well. We did get some valuable information though, regardless :)

#45 IxxxI

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Posted 15 February 2012 - 12:02 PM

View PostScrewCityChris, on 15 February 2012 - 11:57 AM, said:


I blame a (severe) lack of details and information provoking wide interpretation and extrapolation. We did get some valuable information though, regardless :)


Fixed :P

#46 Adridos

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Posted 15 February 2012 - 12:02 PM

Finally you answered us, Paul. :P


P.S: Cool status Aegis, where did you get it from? :)

Edited by Adridos, 15 February 2012 - 12:02 PM.


#47 Kaemon

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Posted 15 February 2012 - 12:09 PM

Just as an aside, anyone notice when they answer the same question again and again, we get a bit more information each time?

Almost like we've done this before.... :)

#48 MitchellTyner

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Posted 15 February 2012 - 12:11 PM

was it me or did they kind of dodge the questions about the mods (equipment)
Im just trying to figure out if we will have a lab where we can change the fitting or loadout of the mech like changing the weapons etc.

#49 metro

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Posted 15 February 2012 - 12:14 PM

View PostXSive Death, on 15 February 2012 - 11:47 AM, said:

Seem's like this interview session was more about clearing up confusion over the previous. :)


Might I nudge you to go re-read the previous. And then change /edit your tone.

MWO listens, then answers. LIke the answers or not. No need to take us all down a road of unpleasantries.

Get my drift?

Thanks.....

appreciated.

#50 SilentWolff

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Posted 15 February 2012 - 12:14 PM

View PostDihm, on 15 February 2012 - 10:32 AM, said:

They did mention removing weapons from an Atlas to add more armor in the Q&A.


View PostKale Cytair, on 15 February 2012 - 11:08 AM, said:

@ Silentwolf:
The Devs stated in either an earlier Q&A or a Dev blog that there was going to be a MechLab



Heres the issue. When they mention varients, one has to ask themselves, just how much customization there will be. There would be no point in varients at all, unless customization is limited. So although a mechlab has been mentioned, it sounds to me as if it will be limited on exactly what you will be able to tweak. I'm not saying this is a bad or a good thing, just making the observation and raising the question.

Edited by SilentWolff, 15 February 2012 - 12:16 PM.


#51 metro

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Posted 15 February 2012 - 12:17 PM

View PostMitchellTyner, on 15 February 2012 - 12:11 PM, said:

was it me or did they kind of dodge the questions about the mods (equipment)
Im just trying to figure out if we will have a lab where we can change the fitting or loadout of the mech like changing the weapons etc.



As I have already stated in another thread, that needs throttled...a bit, GIVE BETA a chance to work out some of the likes and dislikes.

It may sound ok or bad today.

If it needs to be tweaked, it can or will be tweaked if the DEVS, deem it necessary to please their customer base, and make the game more enjoyable to play.

Its my age...its like my nephew at christmas. I want a police car with lights and sirens. A BLUE ONE??? ....POUT ! I wanted a red one.

BADGERS will be gated into their holes.

MODS are on the prowl.

#52 Qman

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Posted 15 February 2012 - 12:19 PM

View PostScrewCityChris, on 15 February 2012 - 11:57 AM, said:


I blame a (severe) lack of reading comprehension, or language barriers. Throw wild speculation onto the mix as well. We did get some valuable information though, regardless :)



As i read though the QnA response i found that i was getting all the answers i craved...you just have to read, stop and read again.

I say this in the nicest way possible. if you "Devs" get half as much in game as you have been discussing then i will be very happy. it seems you are on the right track.

oh and...shut up and take my money already!

Q

Edited by Qman, 15 February 2012 - 12:20 PM.


#53 metro

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Posted 15 February 2012 - 12:23 PM

View PostKaemon, on 15 February 2012 - 11:46 AM, said:

Mods can you fix the title so it fits in with the other Dev Q&As?

*grumbles* just started a new player thread...and they start messing up the naming conventions *grumbles*


Pleased?

#54 verybad

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Posted 15 February 2012 - 12:35 PM

YESSSSS! I am gonna make my Dragon into a Ninja Dragon Headhunter, mixing ghost signature and some assault modules for a Stealth Hunter.

Looks like Mechlab will be limited considering the higher profile of variants in the descriptiuons, and I'm completelyOK with that.Optimized homemade variants are boring. If mechs need to stay similiar to how they're made in the factory, with perhaps some unlockables through hiring highend techs, or replacing one weapons with a similiar one (eg heavy autocannon ith a Gauss Riflle, AC-5 with a PPC, and so on.)

I don't like mechs being generic gun-bags, I'm sure if there is no completely free make anything you want mechlab, then some will be angry, but I think that would actually lead to better gameplay.

Edited by verybad, 15 February 2012 - 12:41 PM.


#55 Wraith 1

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Posted 15 February 2012 - 12:40 PM

Less text! Moar pics!

#56 Damocles

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Posted 15 February 2012 - 12:58 PM

Cool beanz, and I really hope verybad has the right of it regarding the mechlab.

Variants are promising!

#57 Damocles

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Posted 15 February 2012 - 01:10 PM

We need Ricky and Julian on the Devteam.

and Bubbles.

#58 Garth Erlam

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Posted 15 February 2012 - 01:11 PM

I'll walk around with a rum and coke all day, will that work?

#59 Damocles

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Posted 15 February 2012 - 01:16 PM

/imagines devs shooting at each other with handguns during playtest

#60 Kartr

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Posted 15 February 2012 - 01:20 PM

So it sounds like if I don't take any command modules I'll only be able to see what the commander lets me on the battle grid, but if I take the right command modules I'll be able to see everything the commander can see. So wouldn't it make sense to have at least the command module that allows you to share Information on every 'mech you own?

Or do my command modules not give me access to that kind of information unless I'm in the commander (lance/company) position?





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