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No Guts, No Galaxy Podcast: Goes live!


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#301 Agasutin

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Posted 03 December 2011 - 10:20 AM

You could possibly divide each podcast into topics, no?

EX.
Podcast # XX

Topic A - Runtime: 12 min.
Topic B - Runtime: 15 min.
Topic C - Runtime: 13 min.
Topic D - Runtime: 20 min.

Don't mind me...

Edited by Agasutin, 03 December 2011 - 10:20 AM.


#302 phelanjkell

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Posted 03 December 2011 - 10:23 AM

Podcast #5 and all future Podcasts will be an 1hr long. Only time this may change is special events or information release that we need to spend more time on.

#303 CoffiNail

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Posted 03 December 2011 - 10:26 AM

Well sounded like this is No ghosts no Galaxy PK, otherwise the bit I have listened to sounds great! ^_^

#304 Cattra Kell

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Posted 03 December 2011 - 12:47 PM

you are listening to NGNG, emitting sound like an AC20 round.

Edited by Cattra Kell, 03 December 2011 - 12:48 PM.


#305 phelanjkell

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Posted 03 December 2011 - 04:46 PM

Site has a new background, thanks to Chris S. aka AzureTempest! Current site size is 1620x800, depending on the feedback I may try and go smaller.

Please let us know what you think: http://www.nogutsnogalaxy.net

Amazing work good sir, thank you so much!!

Posted Image

#306 Cattra Kell

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Posted 03 December 2011 - 04:51 PM

AzureTempest you lovely son of a gun, I really enjoy this piece of art! :)
I seriously hope you continue to do more Battletech art, I would love to see more.

#307 S3dition

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Posted 04 December 2011 - 04:53 AM

Quote

Material for future podcasts:



When MWO becomes successful and popular, will the changes in mechs and universe cascade into catalyst and wizkids? Will there be a resurgence of the card game (one of the better card games of the 90's IMHO). Can we as consumers drive a market resurgence for Battletech?

Information Warfare -

Radar Jamming - prevent friendly mechs from hitting the radar by X meters
Radar Manipulation - Create X number of additional fake enemies on enemy radar
Target Jamming (ECM) Increase amount of time required for a lock/reduce number of missiles that hit
Target Manipulation - Targeting retical jumps around and increases firing cone (if any)
Counter IW - Ability to prevent above from happening to friendly mechs

Pilot RPG Skills -
Gunnery ?
Piloting ?
Sensors ?
Weapon Specific ?
Weapon Type Specific ?
Weight Specific?
Special Skills (ignore heat, instant lock, etc) ?

Cockpit-
Can we see our pilot (like in the trailer)?
Is it an empty cockpit (like most flight sims)?
Is it traditional mechwarrior (limited cockpit view)?

Physical Combat
Ramming and knocking down?
Larger mechs hitting, stepping on small mechs

Environmental Advantages
In many competitive games, players with good machines are penalized because foliage, smoke, fog, bloom, etc blocks vision. Players with older machines don't have their vision inhibited in the same way due to low settings. Generally the players with good computers shut off these graphics to eliminate the advantage, but wastes the eye candy. Is anything planned fix this?

Target Boxes -
In older versions of MW, you could "see" through mountains as long as you had objects targeted. Is this going to be removed to prevent omniscient battlefield knowledge?




Additional material:

(Non-Gameplay)
Computers - What you will need and how to prepare for mechwarrior on a budget.

Pros and Cons of using Steam

In game voice vs ventrillo/Teamspeak

Helix and iControl video/IO support ()

G15/G19 Support

API for tracking server/player stats on websites

(Gameplay)
Crafting/engineering system - should it be typical, Like EVE (You set a factory to produce ammo and wait for hours or days), or excluded.

Specialized IW - Hacking mechs? Command Cockpit? IFF Jamming/Manipulation?

Usable avatar and base (can walk around merc base, visit mech lab/hanger, canteena etc. Down time area.

Maximum Tech (plasma cannons, XXL Engines, satcom uplinks, x-pulse lasers, streak LRM's etc)

Death penalties

Themed events (christmas/holiday, recorded battles in battletech lore, etc)

Difficulty of acquiring mechs (traditional and very difficult or MW:M and high availability).

Edited by S3dition, 04 December 2011 - 06:39 AM.


#308 Cattra Kell

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Posted 04 December 2011 - 01:30 PM

As always keep sending in those questions!

Edit: Computer is fixed also!

Edited by Cattra Kell, 04 December 2011 - 01:32 PM.


#309 phelanjkell

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Posted 05 December 2011 - 04:33 AM

So the question is, what will Wed. reveal?!

#310 Agasutin

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Posted 05 December 2011 - 06:14 AM

Only the PR Man knows this answer... :)

#311 phelanjkell

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Posted 05 December 2011 - 12:33 PM

View PostAgasutin, on 05 December 2011 - 06:14 AM, said:

Only the PR Man knows this answer... :P


Very true! NGNG will be collecting all questions/comments on Wed. after the release. I'll make sure to get any community feedback from this thread and our facebook before we record Wed. night.

#312 Cattra Kell

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Posted 06 December 2011 - 05:40 AM

Just the daily reminder to get those questions in for tomorrow!

#313 Cyttorak

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Posted 06 December 2011 - 01:07 PM

Your thoughts on faction size (# of players) and whether it should be balanced in some way? If you have any experiences with this issue from other games, I'd love to hear your stories about the pitfalls of faction imbalance, or ways other games balanced the factions.

#314 Cattra Kell

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Posted 07 December 2011 - 03:35 AM

Added to our document Cyttorak ;)

Also a reminder that today is the last day to get your questions and discussion points in for podcast #6! Hopefully some good news will be coming down the pipeline as well.

#315 phelanjkell

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Posted 07 December 2011 - 01:47 PM

Seems we must wait till 4pm PST before we can gather information and record #6, but it will be done! Stay tuned!!

#316 S3dition

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Posted 07 December 2011 - 04:21 PM

Looks like we will be recording tomorrow instead of today. Too many of our members had prior plans around the time the new info was released. Sorry everyone!

#317 phelanjkell

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Posted 08 December 2011 - 04:51 AM

Ok so looks like we got some nice topics to discuss tonight. Sorry for the delay folks, but some of the NGNG was busy handling real life issues. Once complete our Scottish audio engineer will be put to work until its ready to upload, NO SLEEP until he is done!!!!!!!!!

#318 Barantor

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Posted 08 December 2011 - 05:18 AM

Can't wait, this one should be good.

#319 Cattra Kell

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Posted 08 December 2011 - 06:05 AM

View Postphelanjkell, on 08 December 2011 - 04:51 AM, said:

Ok so looks like we got some nice topics to discuss tonight. Sorry for the delay folks, but some of the NGNG was busy handling real life issues. Once complete our Scottish audio engineer will be put to work until its ready to upload, NO SLEEP until he is done!!!!!!!!!


No sleep AND no food... motivation makers!

Also like PK said lots to discuss and talk about, that update gave us a large amount of information, and we like it that way! :)
But as always you can ask your question and discussion points as well, we cannot guarantee if they will be talked about for sure due to trying to limit the show only to one hour, BUT if we don't get to them today, we would talk about them next week!

#320 Dihm

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Posted 08 December 2011 - 06:44 AM

I'm freaking out about this whole faction ranking system. How much time you have to play and how many kills you get has nothing to do with leadership ability, and I don't like that rank is based off that.

WHY should we even listen to someone of a higher rank when they haven't "earned" it by anything but gameplay mechanics? They weren't chosen by their peers for their abilities. Should they put in limits on how many of a certain rank there can be? We can't have 5000 Captains and no grunts, that just makes Rank meaningless except for in game rewards.

Who determines what Mercs to hire into the faction? Who determines what planets to attack/defend, or heck, even which other factions we are at war with? I sure hope that isn't based off this new "Rank".

I hope I'm flipping out over nothing, but I can't see myself playing in a Faction at this point. Instead I'll have to play as a Merc, since it is the only one where players have a say over organization.





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