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No Guts, No Galaxy Podcast: Goes live!


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#461 Cattra Kell

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Posted 31 December 2011 - 01:24 PM

All the following users questions have been added to the document

Halfinax
Jock McGunn
Wilhelm Krauss

Edited by Cattra Kell, 31 December 2011 - 01:24 PM.


#462 phelanjkell

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Posted 01 January 2012 - 11:52 AM

We will be recording Jan. 4, 2011. This will cover that day's release and last weeks. Keep your questions, comments, ideas & opinions coming!

#463 Ironchild

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Posted 01 January 2012 - 01:14 PM

View Postphelanjkell, on 01 January 2012 - 11:52 AM, said:

We will be recording Jan. 4, 2011. This will cover that day's release and last weeks. Keep your questions, comments, ideas & opinions coming!


Does that mean you will be reviewing what was said on the Three Moves Ahead podcast?

#464 phalanx

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Posted 01 January 2012 - 01:18 PM

Of Course!

Can't wait to see this weeks reveal.

#465 Seth

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Posted 01 January 2012 - 02:58 PM

Keep in mind, the devs cleary stated that I would be possible to make Clan players act appropriately which clearly opens the door to that possibility of playing as one.

#466 Pht

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Posted 01 January 2012 - 04:58 PM

Pretty good work so far. :( Must be, I've listened to all of them! :(

So, here's a question for you guys: What do you think about MechWarrior (the video game) as a First Person Armored Combat Sim (set in the BTU, of course!), where you're piloting a BattleMech (not a bunch of Guns) vs MW as an FPS (fps as a genre implying direct control of whatever weapons you're using)?

Also, I'm curious what your thoughts/reactions are to These Comments about the (probably now nearly infamous! ^_^ ) Three moves ahead podcast? (hey, for a bonus, I transcribed a couple of big chunks of the interview!)

Keep up the good work, fellas.

Oh, and if you haven't seen it, ... I know at least one of you guys will love this if you haven't ... Crouton Command Industries Info

Edited by Pht, 01 January 2012 - 04:59 PM.


#467 phelanjkell

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Posted 02 January 2012 - 01:25 PM

Very cool guest on Podcast #9!! Make sure to get your questions, comments, ideas in before its to late!

#468 Ayumi Silverfops

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Posted 02 January 2012 - 01:52 PM

View PostTaliesin, on 13 November 2011 - 12:44 PM, said:

Excellent! There are only a tiny amount of BT podcasts out there (according to the iTunes store anyway) and I think all of them died a few years ago. Can't wait to get amongst this. Nice one.


When I saw MWO go live the first thing I did was go looking for podcasts and every single one I found on iTunes looks like it either died or just did not have the content I was looking for. So when Iooked at the front page this morning and saw that not only was a new one going up, and even had the devs support, and was posting I knew I had to chime in here.

phelanjkell,

Please, oh please, do not let this podcast die? The BT/MW community really needs at least one long-term and current podcast out there so that those of us who are on the go, or in my case riding public transit, have something to tune into every week.

The only real complaint I have is that while posting this I found that to my surprise there was no listing for your podcast on iTunes (either that or I could not find it even searching under battletech). Any chance you guys are going to start distributing thru there?

#469 phelanjkell

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Posted 02 January 2012 - 02:44 PM

NGNG will have an iTunes setup for those who wish to listen that way & a YouTube service as well! Lots of stuff in the works! Thank you so much for the support!

#470 VYCanis

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Posted 02 January 2012 - 03:05 PM

what do you guys think about having the pricing/availability/maint costs/destruction of different makes and models of equipment being the primary risk of getting shot up rather than the chassis itself?

So a periphery grade mech loaded up in the cheapest bargain bin versions of equipment might be a disadvantage in a battle, but should he lose, its almost a slap on the wrist for how little it might cost him to fix it and how easy it is to get replacement parts, where as another player going in with high grade top quality gear or even clan salvage in the same exact type of mech would have an advantage in a fight but would be considerably set back were he to get his gear destroyed or damaged. especially if it's clan savage (no tech support numbers to call there).

but the chassis itself is pretty much always patched up back together (for a price) until you decide to sell it off for something else.

#471 Cyote13

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Posted 02 January 2012 - 03:38 PM

I am looking forward to what the Modules will be like. Scouting vs indirect fire...to I don't know what, since they are Information Warfare related. It will defiantly help the lighter mechs with a viable role to be able to tailor which kind of Module to load out. If your Company mates are short on LRMs you don' t need a lot of indirect target marking, but might need better scouts. B) Defiantly looking forward to finding out. I am looking forward to flying around the battle space in a Locust once in a while.

#472 Dihm

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Posted 03 January 2012 - 06:31 AM

We'll see what I come up with after the Dev Blog tomorrow.

In the meantime, since you guys didn't talk about what tree you'd, how about this. If you could be a clan totem animal, what clan totem animal would you be?

#473 Cattra Kell

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Posted 03 January 2012 - 06:08 PM

Updated the questions for tomorrow's cast!

#474 phelanjkell

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Posted 04 January 2012 - 11:12 AM

Ok the first set of information is out, get your input in here before we record tonight!!

#475 Dihm

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Posted 04 January 2012 - 11:28 AM

Maybe it's cheating, but I'll just throw my questions for the Q&A over here to see if anything catches your eyes as a worthy discussion topic.

Quote

Do "modules" cover things that DO, historically, take critical slots and weight such as the Beagle Active Probe, the Guardian ECM suite, targeting computers, and C3 master/slave computers? Based on this quote, "Sharing of target information is also no longer inclusive and requires a Module or C3 Master/Slave unit.", it sounds like modules will be stepping on the toes of the C3. What are you going to do to prevent the C3 from becoming obsolete? How is the C3 different than a "target linking" module?

With the new focus on line of sight/detection, will we be given detailed information on when a mech is actually disabled/destroyed, even if they leave our line of sight/detection area? For example, if two groups of mechs are fighting on the other side of a map from you, will we be informed that "Joe McWarrior has just destroyed Bob McUrbie! Joe is on a killing spree!", or will we have to have line of sight/detection of the actual event occurring to get this information?

Can you make the BattleGrid have a "look down at the display" animation instead of just popping up a full screen window? Immersion is a wonderful thing. ^_^

Are there modules available that effect the information/capabilities of the BattleGrid?

How do you classify what mechs specialize in the Information Gathering role? Traditionally, not all light mechs are scouts, there are mechs of every weight category that fill the scouting role. A prime example being the Charger. Will this distinction be available in MechWarrior Online?

We have confirmation of "Night Vision", which leads me to believe we will be able to fight at night. Will we also be able to fight in inclement weather? If we can, will it (fog, rain, snow) effect line of sight/detection?

Since we'll have night vision, does this mean that glorious searchlight on the Warhammer will be able to be used to blind those poor saps using it? Hopefully as badly/worse as the tactical light in Battlefield 3 (pre-fix). That may be a tad cruel...


#476 Skwisgaar Skwigelf

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Posted 04 January 2012 - 11:45 AM

I really want to hear about the BattleGrid. We know it's an overhead view, we THINK there will be targeting info, will there be the ability to create nav points and objectives? Will the capabilities of the BattleGrid be modified by modules, in effect creating a commander role? Will the information on the Battlegrid be team-based or will each individual have their own view? In turn, I'm guessing that different modules will be the key to how that information is shared amongst the team, as well as the presence of ECM modules that can disrupt that sharing of info. Thoughts?

#477 phelanjkell

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Posted 04 January 2012 - 12:28 PM

Brandon is making sure all of this is being noted! Get your topics in now!

#478 Cattra Kell

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Posted 04 January 2012 - 12:29 PM

Both have been added to the list! Thanks Dihm and Mr. Skwigelf

#479 Ironchild

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Posted 04 January 2012 - 04:00 PM

Modules – A New Concept

In order to evolve the concept of MechWarrior®, we needed a new layer of customization. After several scrapped ideas, we settled on a module concept. Modules allow players to customize their BattleMech with functionality without having to deal with the existing slots and tonnage rules.

Each BattleMech will come with Module Board. Players can insert modules of their choice, provided they have space. Each module adds a layer of functionality. Modules are linked to the Pilot Tree and are unlocked by training various skills.
Modules are also a very important part of Role Warfare - a topic for a future blog.
_________________________________________________________________________________________________________________
So what do you think, good idea bad idea?
Are we looking at the perk systom from COD:black ops in mech form. Do they want mechs to have unique skills, maybe even super powers?

How about the Chromehounds version. Chips (moduels) that would increase actual mech stats. Top speed, acceliration, rotation speed, leg stability?
In both versions you cant have them all. What are we hoping for here?

Edited by Ironchild, 05 January 2012 - 08:54 PM.


#480 phelanjkell

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Posted 04 January 2012 - 07:01 PM

Podcast #9 recorded!





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