

Availability Of Clans/clantech? How? For Whom?
#21
Posted 21 October 2013 - 01:56 PM
#22
Posted 21 October 2013 - 01:59 PM
Morderian, on 21 October 2013 - 01:56 PM, said:
It's not about whether or not the Atlas really is a "top tier avatar" or not, it's about that fact that PGI believes it is. That's all that counts. That's their philosophy. It may or may not bleed over into Clan tech.
#23
Posted 21 October 2013 - 02:13 PM
Morderian, on 21 October 2013 - 01:49 PM, said:
mixtech is also no good idea because with our current mechlab you wont see any IS weponry on the field if you can put clan stuff in an Atlas (i mean honestly Atlas witrh Clan guns Clan XL and similar nope not a good idea)
Bhael Fire, on 21 October 2013 - 01:34 PM, said:
2. Then apply a longer cooldown on Clan mechs, so players will have to play with their IS mechs while their Clan mechs are on cooldown. I think match length, plus an additional 15 minutes after the match ends would be a sufficient cooldown for each Clan mech.
3. Only Clan mechs can equip clantech. No "mixtech." When players drop with clan mechs, they fight for their Clan faction.
4. Clantech and mechs can only be "purchased" with honor, which is earned by winning and following Zellbrigen, the clan code.
5. IS vs Clan battles will be asymmetrical (as per the spirit of the TT rules); 5 vs 12
In order to prevent players from simply choosing a Clan faction instead of an IS faction — because they will regardless if clantech isn't any better — they will need to limit the number of Clan matches that players can play per day. Allowing players to choose both an IS faction and a Clan faction encourages players to play for their IS faction while their Clan mechs are on cool down.
Morderian, on 21 October 2013 - 01:49 PM, said:
Weight limits are being implemented. There will not be any team dropping with 12 Atlases, nor will there be a Clan team with 5 Daishi.
#24
Posted 21 October 2013 - 02:18 PM
But it does present an issue with core balancing problems.
#25
Posted 21 October 2013 - 02:22 PM
#26
Posted 21 October 2013 - 02:25 PM
Zyllos, on 21 October 2013 - 02:18 PM, said:
But it does present an issue with core balancing problems.
Here is the more pertinent quote:
Quote
They don't mind the fact that players have to build stronger and stronger mechs to stay competitive as they progress through skill levels. In fact, they intend it to work that way.
#27
Posted 21 October 2013 - 02:28 PM
To play that in character, the player would have to be REAL dedicated to it, and I just don't see that happening. The only way you could really pull the Clans off right is to either have PGI employees play them, or have them run by (good) AI.
#28
Posted 21 October 2013 - 02:34 PM
Dawnstealer, on 21 October 2013 - 02:28 PM, said:
That's why I suggested that the only way to level your clan mech or "purchase" new clan mechs and clantech is by earning honor. And the only way to do that would be by following the Zellbrigen.
That is, each time you adhere to the code you'd get rewarded with honor.
For example, instead of earning c-bills, Clans earn Honor after the match. The rules of Zellbrigen (as interpreted for MWO) could be as follows:
1. Focus Fire Prohibited. Attacking an enemy that has been fired upon within the last 30 seconds by fellow Clan mates will incur a penalty of -25 Honor for each infraction.
2. Dueling; Clan players receive +75 Honor if they defeat an opponent without the help of their fellow Clan mates (i.e. no damage from other team mates).
3. Attacking from behind the enemy is prohibited; -25 Honor for each infraction.
4. Being defeated by an inferior mech is shameful; -50 Honor for being defeated by an enemy mech that is critically damaged or a lower weight class.
5. Winning the match brings honor to the Clan: +250 Honor for each surviving Clan member
6. Losing the match brings shame to the Clan; -75 Honor for the entire team
This would bring a considerable level of challenge for Clan players and encourage them to follow the code, otherwise they will not be able to level up their mechs or obtain new ones.
Edited by Bhael Fire, 21 October 2013 - 03:11 PM.
#29
Posted 21 October 2013 - 03:08 PM
#30
Posted 21 October 2013 - 03:21 PM
Or potentially clan weapons will do more damage at the cost of range.
Whatever they do I don't think clan weapons will be superior in all aspects like in table top.
#31
Posted 21 October 2013 - 03:28 PM
Dirkdaring, on 21 October 2013 - 03:08 PM, said:
They'd be crazy not to sell madcats and clan dubs to people. It's a license to print money. The clan babbies are still waiting for their time in the sun.
When they offer the clan founders grab deal, you'll know what I mean.
#32
Posted 21 October 2013 - 04:14 PM
Honestly considering how much trouble PGI has balancing IS weapons how can anyone possibly hope that they will be able to balance Clan weapons which without exception are lighter, harder hitting, more heat efficient than their IS counterparts?
I think introducing clans any time within 12 months or sooner will end up in disaster for this game.
#33
Posted 21 October 2013 - 04:31 PM
As for this question 'Should Clantech be available on the open market for CB?'
All mechs should be available for CBill purchase or this game would have to stop being FTP imo. However CT should rightfully be extremely high in expense as well as the CT equipment.
Edited by xMEPHISTOx, 21 October 2013 - 04:31 PM.
#34
Posted 21 October 2013 - 07:55 PM
xMEPHISTOx, on 21 October 2013 - 04:31 PM, said:
As for this question 'Should Clantech be available on the open market for CB?'
All mechs should be available for CBill purchase or this game would have to stop being FTP imo. However CT should rightfully be extremely high in expense as well as the CT equipment.
Edited by topgun505, 21 October 2013 - 07:55 PM.
#35
Posted 21 October 2013 - 08:07 PM
Only new accounts can have them, and then only first 100 games. It represents the zellbringen well, as they won't communicate with their team anyway. It also allows tech to be purely OP, to balance out the skill difference. You'll also generate millions of duplicate accounts, which looks good on marketing material.
Or another choice:
Only give them through tournament prizes, and every time you die in it, the killer gets your mech as salvage. So they basically rotate around players, until they end up to someone who just collect them(being too scared to use them). Then it's time to inject more mechs to game.
Last choice:
Keep them out from this game.
Edited by xRatas, 21 October 2013 - 08:09 PM.
#36
Posted 21 October 2013 - 08:24 PM

Edited by Green Mamba, 21 October 2013 - 08:27 PM.
#37
Posted 21 October 2013 - 09:53 PM
#39
Posted 21 October 2013 - 10:09 PM
BUDFORCE, on 21 October 2013 - 09:59 PM, said:
Sigh, as much as I hope you are wrong, I fear you are right.
Making this entire thread kinda pointless.
I suppose they are delaying the clans exactly because they need to solve this availiability/power/cost/whatever issues. Chances are there may not be any straightforward way of implementing the clans, you need to check a lot of varians and proposals, which requires a substantial ammount of time. Then you have to test it to really find out the long term impact specific variants have on the game. Even though I would love the clans to come tomorrow I just know that won't happen, because to make them at least somehow beneficial and not game-breaking requires a lot of time, and I am glad PGI takes that time.
#40
Posted 22 October 2013 - 12:45 AM
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