One Year Delay Before Clans Invasion: Yes Or No?
#41
Posted 13 March 2013 - 06:53 PM
The clans can come in the fall, that's fine. We need to prioritize some other **** right now. Finish one job before moving to the next and leaving everything half done
#42
Posted 13 March 2013 - 07:03 PM
#43
Posted 13 March 2013 - 07:06 PM
#44
Posted 13 March 2013 - 07:26 PM
Zerberus, on 13 March 2013 - 07:06 PM, said:
Give it another month or two. And we shall begin the destruction of the IS. Erm I mean.. Damn those pirates!
#45
Posted 13 March 2013 - 07:49 PM
#46
Posted 13 March 2013 - 09:49 PM
A concept for how the Clans could be introduced (inspired/lifted from posts by others):
- March - October 2013/3050: 'news of the Clans spreads through the IS, as does intel about their Mechs, tactics, background, etc'. i.e. concept art and gameplay details slowly revealed (could be written in a very fun, RP-like way from an IS perspective). But for us lowly MechWarriors, this is all distant news, and none of us are on the front-lines (i.e. we don't get any IS vs Clan battles).
- Sometime* from November 2013/3050: the Clans launch as playable. Battles are restricted to Clan vs Clan, and IS vs IS (conveniently allowing more time to work out balancing issues). There could be the occasional special event weekend where there's some 'minor raids between IS and Clan forces', allowing some IS vs Clan battles to help with balance testing (and if it doesn't match how Clan vs IS battles end up looking like, well it's just because 'it was all those rubbish non-Bloodnamed warriors doing the fighting').
- November 2014/3051: the invasion resumes, and Clan vs IS battles become an option (with everyone having had plenty of time to build up their XP and CW).
#47
Posted 13 March 2013 - 10:17 PM
Sorry , for this english
Общая идея такова:
1.Создать в дереве развития пилотов навык "клановое оборудование"
2.Выдать технологические аналоги кланового оборудования в мехлабе.
3.Непосредственно роботов кланов для Внутренней Сферы вводить позднее и частично.
4.Ввести специальные типы матчей "Clan VS Clan", " Clan VS IS","IS VS IS" с соответствующими балансировками.
Пусть будет не совсем соответствовать легенде вселенной,но будет возможность балансировки разницы в экипировке.К тому же данная схема не вызовет обширное переселение игроков из IS в Кланы.
#48
Posted 14 March 2013 - 12:16 AM
Jibrail, on 13 March 2013 - 10:17 PM, said:
Sorry , for this english
Общая идея такова:
1.Создать в дереве развития пилотов навык "клановое оборудование"
2.Выдать технологические аналоги кланового оборудования в мехлабе.
3.Непосредственно роботов кланов для Внутренней Сферы вводить позднее и частично.
4.Ввести специальные типы матчей "Clan VS Clan", " Clan VS IS","IS VS IS" с соответствующими балансировками.
Пусть будет не совсем соответствовать легенде вселенной,но будет возможность балансировки разницы в экипировке.К тому же данная схема не вызовет обширное переселение игроков из IS в Кланы.
Quote
- Add 'Clan Tech' skill tree to the Pilot's skills
- Add IS analogue of Clan Tech (???)
- Clan Mechs to be added later and partially (???)
- Add preset matches "Clan VS Clan", " Clan VS IS","IS VS IS" (didn't get about balancing)
I don't agree with suggestion, it's all about Tech, hopefully PGI will find another way to balance between BT lore and tough reality, without great sacrifice of Clans spirit I mean.
Edited by Featherwood, 14 March 2013 - 01:01 AM.
#49
Posted 14 March 2013 - 02:11 PM
#50
Posted 14 March 2013 - 02:36 PM
#51
Posted 14 March 2013 - 02:42 PM
Corwin Vickers, on 14 March 2013 - 02:36 PM, said:
Community Warfare is optimal change so far, I'd say. I'd prefer to see faction warfare tuned and balanced before Clans added.
#52
Posted 15 March 2013 - 07:16 AM
Demona, on 14 March 2013 - 02:11 PM, said:
Then let us go by what we do know:
1) They are still having balance problems, even with only a fraction of the equipment and Mechs available in the Battletech Universe. And this is just IS vs IS. 2) They have not yet added Community Warfare and barely have Information Warfare going, also two big hurdles. 3) Despite all my analysis, I have no idea how they are honestly going to distinguish between OmniMechs and regular BattleMechs. 4) They have not yet even tested consumables. Note I am fine with consumables, but they will need to tweak and balance. 5) Planetary Warfare will itself be a chore.
This is too much work. Now some players THEN want to add an entire new set of factions, entire new balancing mechanics, an entire new mech type, a completely alien culture and an equally alien technology?
This is like trying to run a fast-food restuarant that recently opened and can barely manage a menu with 12 items, and the next day demanding they now handle 24, and btw the new items consist of sea food, and btw the original menu is now going to include delivery, internet pre-orders, and 24/hour samplers.
Or a coal plant that is barely operating, and then adding a new "Nuclear Reactor" section.
If they over-stretch the entire project is in danger of falling apart. This is the first Mechwarrior game to come about in almost 10 years, I'd prefer not to make crazy gambits just to appease the most impatient people on earth who will be the first to jump ship whenever the slightest inconvenience arises.
I want a quality product. I also want the Inner Sphere fleshed out in full, just like the Table Top game had before Clans are added because it will be much, much easier. Balancing the Clans against an already existing Inner Sphere gives them a dozen more options then balancing the Clans against an Inner Sphere which does not really exist. It makes the whole thing that much cooler when the Clans DO enter the frey of these already warring barbaric Successor States.
Keep in mind, yes mistakes can be corrected on the way, but these mistakes may incur costs, and these costs may add up. The developers may end up spending so much time correcting every little mistake they end up with zero time actually adding new content. Eventually, this will result in player losses, feelings of grief from players who have spent money on it, too little resources to deal with cheaters/hackers, and being out-competed by rival companies themselves with much easier tasks of developing their own simplistic free-to-play MMOs, with their own MUCH more direct hypocrisies in their pay-2-win formulas never called out (I almost never see players on other f2p forums making the complaints that they are not "really" free to play like I do here- even when the games cost hundreds of dollars for a player to be competitive. )
#53
Posted 15 March 2013 - 07:25 AM
In MW Online where you only face Mechs, and numbers are technically endless (not per engagement but meta-game) and all tech/equipment is available and ammo never runs out (again meta-game) Boating is king. When all you will ever face is tanks, you can boat all your tanks and infantry with nothing but anti-tank guns and expect an easy win.
Edited by PaintedWolf, 15 March 2013 - 07:29 AM.
#54
Posted 16 March 2013 - 02:20 PM
Syllogy, on 12 March 2013 - 06:16 PM, said:
You were also demanding that unless Canon states that a Mech had a weapon equipped, then it should NEVER be able to be equipped.
I did not demand, but I did express what I think should be in effect vis-a-vis hardpoints/mountings and I stick by it. AND, that was less than four months ago, AND it is not germane to when the Clans are being brought in. Demands by individual players or internet forums posters seldom, if ever supported.
#55
Posted 16 March 2013 - 07:15 PM
The underlying issue with putting things off for extended periods, no matter the isssue, is that you will lose chunks of the player base who just get fed up with progress and I doubt too many people witll turn around a year later and go, "Oh, I wonder what ever happened to that MW game."
It's alike a double-edged sword really. Delay you lose playerbase. Stay on schedule you risk messing something up. At least the latter can be fixed. You can't patch a missing player.
#58
Posted 18 March 2013 - 06:38 AM
#59
Posted 18 March 2013 - 07:17 AM
Edited by SmokinDave73, 18 March 2013 - 07:17 AM.
#60
Posted 18 March 2013 - 07:30 AM
KelesK, on 16 March 2013 - 07:15 PM, said:
The underlying issue with putting things off for extended periods, no matter the isssue, is that you will lose chunks of the player base who just get fed up with progress and I doubt too many people witll turn around a year later and go, "Oh, I wonder what ever happened to that MW game."
It's alike a double-edged sword really. Delay you lose playerbase. Stay on schedule you risk messing something up. At least the latter can be fixed. You can't patch a missing player.
11 month delay.
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