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No Guts, No Galaxy Podcast: Goes live!


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#721 Dihm

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Posted 08 February 2012 - 11:32 AM

I know you guys are packed already, and will probably cover it anyway since it just came out, but talk more about the map size that was refered to in the dev interview.

Even if the maps are 3 km square, a Jenner doing 100 kmph will cover that in less than 2 minutes, edge to edge. I got the feeling that's about the size they were refering to, but that's just Wild Speculation. It SOUNDS small, but I'm having a hard time remembering what it would take me to cross maps in other multiplayer games.

For reference, one of the standard map sizes for the Table Top game is 16 hexes x 17 hexes. That's about .5 km square, since each hex represents 30 meters. I tend to prefer closer to a 50x50 map size, which is 1.5 km square. On that scale, 2-3 km maps for MWO sound awesome. Still, company vs. company, that may feel a bit cramped unless you're at that 3+ km range.

Edited by Dihm, 08 February 2012 - 11:36 AM.


#722 Cattra Kell

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Posted 08 February 2012 - 06:41 PM

Recording is done to this week, we will have it up as soon as possible as always!

#723 John Clavell

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Posted 10 February 2012 - 02:20 AM

Really nice discussion this week on skill tree progression and re-specs on characters. I think they will need to add a re-spec option, everyone at the off-set is not going to know what they want to do or even what role they will want to take. Considering the nature of the game being F2P I don't see why they would restrict a re-spec if it's a premium feature, as it will be a money maker. Also thanks for mention again on the show lads.

P.S. I was interested to hear Belgium getting mentioned at the start of the show. Any idea how many people from Belgium are tuning in? Or is it just me? :D

Edited by John Clavell, 10 February 2012 - 02:21 AM.


#724 Cattra Kell

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Posted 10 February 2012 - 06:45 AM

On Facebook we have two people from Belgium, but I think Bomb has a way to see who visits the site or something like that.

Anyways, questions for episode 15 are always welcome and also get those questions into the FAQ!

#725 zelembac12

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Posted 10 February 2012 - 10:57 AM

when game is going to be released ?

Edited by zelembac12, 10 February 2012 - 10:58 AM.


#726 John Clavell

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Posted 10 February 2012 - 12:05 PM

View PostCattra Kell, on 10 February 2012 - 06:45 AM, said:

On Facebook we have two people from Belgium, but I think Bomb has a way to see who visits the site or something like that.

Anyways, questions for episode 15 are always welcome and also get those questions into the FAQ!


Well one of them is me :D

#727 Dihm

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Posted 10 February 2012 - 12:06 PM

View Postzelembac12, on 10 February 2012 - 10:57 AM, said:

when game is going to be released ?

Sometime this summer.

#728 Halfinax

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Posted 10 February 2012 - 10:22 PM

I don't know that "lock on" is the right description for weapon convergence. Weapon's convergence is (from my knowledge in Combat Flight Simulators) is the point at which weapons aim converge on a single point. Since 'Mech weapons are designed to be able to converge at various ranges on the battlefield, so weapons convergence is the time it takes the computer to align all the weapons systems on a target. I wouldn't expect this to be as long as some posters seem to be suggesting. More weapons/speed/rate of closure/angle of deflection would likely all be factors in convergence rate, but I doubt they will get that complicated. Most likely it will be a static rate of convergence (i.e. 0.3 second per 100 meters of distance).

I personally think this makes a lot more sense than previous iterations of the franchise. It will undoubtedly take more skill as a player to prepare for contact.

In regards to weapons impact: Should PGI aim more for a Hollywood method of getting shot (being improportionality being knocked backed by a ballistic than physics allows), or more real physics based (I get rocked back as much as the guy that shot me did)?

With Clanners as much as I am an old school IS Btech guy I'd love to have the thrill of being outclassed by the Clanners, but I think for the broader playerbase there needs to be a gameplay balance to keep new players interested/a balanced playerbase between Clanners and IS.

What do you guys think is the most elegant solution to the "Clanner Problem": a) Make clan tech balanced to IS tech, B ) closer to the TT Battle Value system (whether that be IS has more players per battle, or actual BV system), C) keep things unbalanced between IS and Clan, d) Your own idea(s)?

I think the best way to learn beyond going against players that are better than you is to also have a "BattleROM" system for recording full field matches (similar to what is in Valve's FPSes).

Regarding the above: Would you all like to see the ability to record matches as a launch or near launch feature?

I read it as DevBlog 4 seemed to suggest that the Pilot Skill tree was only to unlock new modules, but DebBlog 3 was suggesting that modules were being unlocked at intervals within the Pilot Skill tree. Ultimately (as my post script suggested) I think I misinterpreted DevBlog 4 or it was just worded in a way that was ambiguous. I assume it was the former and not the latter.


Post post: Sorry I couldn't attend the live broadcast. Really loved the discussion prior to Podcast 13. Hope to attend Podcast 15's audience. Keep up the good work.

Edited by Halfinax, 10 February 2012 - 10:35 PM.


#729 flyingdebris

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Posted 11 February 2012 - 01:17 PM

oh jeez, i should have never mentioned the whole listening while exercise thing.

in retaliation, the narc-mothing will continue in MWLL :)
at least until the KOS guys show up in a server and spoil my fun with their damnable AA skills.

#730 Cyote13

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Posted 12 February 2012 - 08:55 AM

Convergence....
I am kind of hoping for it to be a little complicated. Yes, in the WWII Fighter terms it was the distance that the weapons all came together, and was set at the most likely distance to hit an enemy aircraft.

That being said I hope that there is a separate reticle for each of my weapons, and that the convergence speed be different for each one. Arm mounted weapons will probably track faster to my aim point than torso mounted ones, in general. So each weapon will have its own degrees of arc per second slew (convergence) rate. Now this will also be variable due to weapons type, i.e. a laser actually needs to be pointed directly at a target whereas LRMs the reticle would be more like a lock indicator.

For gameplay this adds a lot of realistic problems to the pilot. Do I wait that half second to get all my reticles on the same piece of the enemy?, and a lot of average pilots are going to do that...hoping that the wait time will be worth the total impact. But the truly elite pilots will have separate triggers (or able to switch weapons fast) for each weapon, and as such these pilots will still be able to hit nearly the same place on the enemy, but not only quicker in the single instance, but overall more efficiently.

Anyway, just my 2 cents, would like to hear how you guys would like to see it done.

Normally I listen from Germany, but for the next 4 weeks it will be from Alabama, just so Bombadil can keep his stats straight :)

#731 Cattra Kell

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Posted 14 February 2012 - 02:27 PM

It seems that we have ANOTHER Mechwarrior game coming this year for the PC
http://www.mwtactics.com/

This one is done by Infinite Game Publishing, the same group publishing MW:Online (so I assume it will be safe to talk about it here)

Let speculations go wild!
What we know at NGNG:

* For the PC
* Free To Play from E-mail sent to us
"Thank you for registering your Commander name for an exciting new Free to Play offering from the MechWarrior universe. You will be receiving more news soon!
- The www.mwtactics.com team"

Let us at NGNG think about these latest developments.
Also a thread over here in the off topic about it too

Edited by Cattra Kell, 14 February 2012 - 02:33 PM.


#732 Thoth

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Posted 15 February 2012 - 10:00 AM

Great podcast guys! Glad I stumbled onto it.

#733 Pht

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Posted 15 February 2012 - 06:38 PM

So, I just got done listening to podcast 14...

The comments directed my way were funny. :P

Man, what has become of geekdom today when a geek won't even read 8 pages (with lots of breaks and paragraphs) on the topic he's supposed to be a geek for ... ^_^ ... and you guys call yourself 'Mech fans. :)

So, when can we expect #15?

#734 Cattra Kell

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Posted 15 February 2012 - 06:41 PM

View PostPht, on 15 February 2012 - 06:38 PM, said:

So, I just got done listening to podcast 14...

The comments directed my way were funny. ^_^

Man, what has become of geekdom today when a geek won't even read 8 pages (with lots of breaks and paragraphs) on the topic he's supposed to be a geek for ... :blink: ... and you guys call yourself 'Mech fans. :P

So, when can we expect #15?


Finished recording 2 minutes ago, I'm thinking a day or two? :)

#735 Jock McGunn

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Posted 16 February 2012 - 01:37 PM

View PostCattra Kell, on 15 February 2012 - 06:41 PM, said:


Finished recording 2 minutes ago, I'm thinking a day or two? :ph34r:

pfft, ye of little faith.

Its done, just waiting on the back end stuffz...

#736 Cattra Kell

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Posted 16 February 2012 - 01:45 PM

View Postjock mcgunn, on 16 February 2012 - 01:37 PM, said:

pfft, ye of little faith.

Its done, just waiting on the back end stuffz...


Don't let them hear you say stuff like this now they will demand quicker releases.... oh... wait :ph34r:

Also; thanks once more to our Scott, we missed ya and glad to have you back

#737 Cattra Kell

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Posted 16 February 2012 - 02:08 PM

Episode #15 is now LIVE on our NGNG website. Thanks Jock for the quick 12 hour turnaround on this one!

Edited by Cattra Kell, 16 February 2012 - 02:09 PM.


#738 Nathiel Surefire

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Posted 16 February 2012 - 11:02 PM

And now, according to the thread ghost started in the off topic section, Day 1 Studios is making a new mechassault game (if their mech stomp teaser has anything to say about it). 2012 shall hencefourth be known as the year of the great mech revival...

#739 Cattra Kell

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Posted 17 February 2012 - 05:22 AM

View PostNathiel Surefire, on 16 February 2012 - 11:02 PM, said:

And now, according to the thread ghost started in the off topic section, Day 1 Studios is making a new mechassault game (if their mech stomp teaser has anything to say about it). 2012 shall hencefourth be known as the year of the great mech revival...



From MechAssault Thread:

View PostCattra Kell, on 16 February 2012 - 02:51 PM, said:

We at NGNG, may or may not have a word or two from a source which says some stuff about some games...

Spoiler



#740 Dihm

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Posted 17 February 2012 - 09:58 AM

I have to wonder if there's going to be over-exposure of the brand now, 2012 is the Great Flood of Battletech.





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