What are the consequences of being blown to bits?
#1
Posted 09 April 2012 - 10:27 AM
Credits...
Reputation...
The mech of course and the cost of replacing everything.
Is it just going to be a situation where you get blown up and respawn in 5 seconds, 30 seconds, 1 minute?
I guess a big part of this will be the market and economy system and what stuff costs and its availability. Thoughts?
#2
Posted 09 April 2012 - 10:38 AM
12v12 with one life each, and dropping another mech from your lance after you get destroyed (1lance = 4 "lives")
(source: )
So respawning wont be a problem. (Wich is a good thing, this is a sim and no cod
I think getting blown up will cost you the credits to repair/replace.
Edited by Snotling, 09 April 2012 - 10:41 AM.
#3
Posted 09 April 2012 - 10:39 AM
#4
Posted 09 April 2012 - 10:43 AM
Quote
[PAUL] You will not be able to have your ’Mech destroyed but that being said, if you somehow lost your ’Mech you would not have to rework your way through the Mech Tree. You retain your XP for that chassis.
[DAVID] Your ’Mech can never be completely destroyed. Even when it’s shot to pieces, your team of mechanics and techies are skilled enough to restore it to a bare minimum, just barely functioning state. If you pay your repair bills, they’ll be able to repair it all the way up to a perfectly pristine condition. So you won’t lose any of your ’Mech XP or the ’Mech Efficiencies that you have unlocked with it. Also, keep in mind that the ’Mech Efficiencies represent not just the small tweaks and tuning that your tech team performs on the ’Mechs that you pilot, but also your ability as a pilot to squeeze the extra mile out of every system as you become more familiar with operating a particular model or variant.
[GARTH] To be clear, you could take a damaged ‘Mech into combat, if you wanted to.
#5
Posted 09 April 2012 - 10:46 AM
#8
Posted 09 April 2012 - 11:23 AM
#9
Posted 09 April 2012 - 11:30 AM
"Sweet! Awesome game! Damn, I lost. Wait... No respawn in this mode? Ah well, I'll hop and get into another game. What? I have to use the cash I earned to fix my mech? The hell?"
#10
Posted 09 April 2012 - 11:44 AM
Wondering what a " bare minimum, just barely functioning state" mech will mean. Will it have armor? weapons? systems?
Edited by verybad, 09 April 2012 - 11:45 AM.
#11
Posted 09 April 2012 - 11:53 AM
verybad, on 09 April 2012 - 11:44 AM, said:
No real cash. They have already confirmed that you can only repair with c-bills. You could, however, purchase a c-bill booster with real cash that boosted the multiplier on your income.
#12
Posted 09 April 2012 - 11:56 AM
verybad, on 09 April 2012 - 11:44 AM, said:
Probably a limited amount of armor all the weapons (limited ammo i'm guessing not full amount. So if you have 1 ton of AC rounds normally minimum working would probably be half a ton.) and electronics working would be my guess.
#13
Posted 09 April 2012 - 11:57 AM
Orzorn, on 09 April 2012 - 11:53 AM, said:
Where did they say that? I've read all the blogs, announcements, and so on. Don't recall seeing that.
If repairs are too expencive to handle will c-bills for most cases, then that "c-bill booster" you mention would mean the same thing as paying for repairs with real cash in any case. It would effectively be necessary.
Hmm, wish I could use c-bills to get a cash booster
Edited by verybad, 09 April 2012 - 11:57 AM.
#14
Posted 09 April 2012 - 12:00 PM
verybad, on 09 April 2012 - 11:57 AM, said:
Where did they say that? I've read all the blogs, announcements, and so on. Don't recall seeing that.
If repairs are too expencive to handle will c-bills for most cases, then that "c-bill booster" you mention would mean the same thing as paying for repairs with real cash in any case. It would effectively be necessary.
Hmm, wish I could use c-bills to get a cash booster
Well, if we had a Dev Tracker, I'd be able to find it.
But, yeah, buying boosters is pretty much standard practice in free-to-play games. It gives you a speed-up, but you still have to play the game. Once again, its the "carrot-on-a-stick" approach. Don't just give to the player, lead the player on with delicious treats.
#15
Posted 09 April 2012 - 12:32 PM
osito, on 09 April 2012 - 11:23 AM, said:
osito, on 09 April 2012 - 11:23 AM, said:
osito, on 09 April 2012 - 11:23 AM, said:
Do you really want to penalize the few players who will play recklessly? It is rarely a common style of play in games in the first place, (usually) takes a significant amount of skill, map knowledge, and luck to work well, and it can get a match going when everybody else has been waiting for their enemies to make a move first. Reckless moves do not need any further penalizing; a high risk of penalties is intrinsic to them.
#16
Posted 09 April 2012 - 02:50 PM
#17
Posted 09 April 2012 - 03:23 PM
verybad, on 09 April 2012 - 11:44 AM, said:
Wondering what a " bare minimum, just barely functioning state" mech will mean. Will it have armor? weapons? systems?
In the mechlab, they listed that you "buy armor" to put onto your mech. So my educated guess is that your mech will get it's internal structure up to full (but probably not fix any crits you took) and your weapons will all be replaced with 1 clip of ammo in them. Then you'll either go into mechlab and buy the armor/extra ammo you want, or you'll hit a "repair/rearm to what I had before" button.
Also, I don't think people have to worry about running out of cbills just by being bad at the game. For example, it's almost impossible to actually lose money in a game of WoT unless you're actively killing your teammates. Generally, your repair costs are there as an incentive to not die, and to punish team killers. In other words, if you die, you're still going to make money after repairs, but if you manage to get out of there with a functioning mech you'll make more money.
Edit:
As far as cbills/real money, they have said that you will repair for c-bills. Maybe they'll put in a convenience item that repairs your mech for free, but I'm expecting c-bill boosters to be more likely.
Edited by LackofCertainty, 09 April 2012 - 03:27 PM.
#18
Posted 09 April 2012 - 03:44 PM
Insidious Johnson, on 09 April 2012 - 02:50 PM, said:
Ahh.... the good ole days. Pfff, who am I kidding, the consequence is you get the humiliation of losing, and the repair bill, which if it's an Atlas, is going to be pretty high.
#19
Posted 09 April 2012 - 04:49 PM
Snotling, on 09 April 2012 - 10:38 AM, said:
12v12 with one life each, and dropping another mech from your lance after you get destroyed (1lance = 4 "lives")
(source: )
So respawning wont be a problem. (Wich is a good thing, this is a sim and no cod
I think getting blown up will cost you the credits to repair/replace.
Re: video. More better huh.
Also lol @ 2:50. "light mechs will be viable" change view to gameplay and watch a jenner eat it hard and go down.
I don't think that was an ideal combination.
#20
Posted 11 April 2012 - 03:33 AM
eZZip, on 09 April 2012 - 12:32 PM, said:
Please, that is a very shallow way to raise the skill ceiling. Look at Quake—players don't start a game with less health and a slower movespeed so that it's more 'difficult'; the game's design ensured that it always had the potential to be, and that is how it should be, since metagame balancing is one of the worst kinds.
Players don't need more encouragement to play well. Look at Counterstrike, Tribes, and even CoD (all in competitive play)—winning and the associated gain in pride versus losing and the loss in pride are enough of a motivation for teams to win, so players will try to play well despite having no disadvantage imposed upon them for losing a previous game. People are naturally competitive enough that either they'll play poorly 'just for fun' (which I don't think should be penalized), or they will strive to improve and win.
Do you really want to penalize the few players who will play recklessly? It is rarely a common style of play in games in the first place, (usually) takes a significant amount of skill, map knowledge, and luck to work well, and it can get a match going when everybody else has been waiting for their enemies to make a move first. Reckless moves do not need any further penalizing; a high risk of penalties is intrinsic to them.
players who play recklessly already penalize themselves. Anyone who's seen the people try to run and gun wildly in counter strike knows that they will always lose.
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