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No Guts, No Galaxy Podcast: Goes live!


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#261 Jock McGunn

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Posted 01 December 2011 - 05:24 PM

View Post[CG]Anastasius Focht, on 01 December 2011 - 04:16 PM, said:

I still cant see episode 5 at the NGNG site, is it just me ? Or is it not posted yet

It's pretty much done, just need pk to stop trippin on those meds and ok it for going live. Damn druggies....

#262 Blackfire1

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Posted 01 December 2011 - 06:23 PM

Goody, I fall asleep to the sound of grown men talking about battletech. Its like a war vet with PTSD sleeping with a gun.

#263 phelanjkell

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Posted 01 December 2011 - 08:09 PM

Ok, got the little slice recorded that needed fixed. Sorry for the delay, these meds make me say 'Ummm' like a million times. So again:

I APOLOGIZE ahead of time for my wacky talking... haha

Podcast #5 will be up shortly!

#264 Riptor

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Posted 01 December 2011 - 08:42 PM

No need to apologize. I think people are more then willing to wait a little extra for a high quality podcast ^_^

#265 Jock McGunn

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Posted 01 December 2011 - 09:16 PM

Episode 5 is now up and ready for your pleasure. Enjoy!



NGNG Radio: More to come soon...

Edited by jock mcgunn, 01 December 2011 - 09:26 PM.


#266 Halfinax

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Posted 01 December 2011 - 10:35 PM

You pronounced my name right. No worries.

Edited by Halfinax, 01 December 2011 - 10:39 PM.


#267 Seth

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Posted 01 December 2011 - 10:54 PM

Glad to get to listen to this. I agree that the Hunchie cockpit takes a lot of cues from today's military units. I work on Apaches and can instantly see the MPD analogues.

#268 Cyttorak

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Posted 01 December 2011 - 11:26 PM

Another great podcast!
I was surprised by your answers about balancing games; since planetary conquest games are the ones with the most consequences, I would've thought that's where game balance is most important...but you seem to want these games almost "unlimited PvP". I would guess you imagine you'll be the ones pulling all the clever moves that give you an advantage, but...
As I've said before, anyone who wants this should ask themselves if they would be happy having to defend their merc company's homeworld in a 4-to-1 odds game against them.
Also, another point I've made before (that ties in with the State of the IS survey results): if players want to always keep their mech even if they lose, and they also want there to be salvage in MWO, then new instances of equipment will have to be spawned for the winning team. This will skew the supply of available equipment in the economy, which may have serious consequences. Something to think about.

One final thought: you mentioned trees in the podcast. I've never seen a way for a mech simulator to give cover bonuses like in the TT. It would be cool if the devs could find a way for that to matter.

#269 John Clavell

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Posted 02 December 2011 - 02:39 AM

Great Podcast again guys! Two things.

1) I total agree with Greg about 'tactical withdrawal' It makes for really important tactical gameplay. If your losing going to withdraw, and for the Opfor's commander knowing that the enemy is withdrawing, and pressing them. Just like in real life. You don't want your enemy to fight another day. Basically it comes down to making resources matter. Unlike other MechWarrior games in 'multiplayer' where you just had infinite recourses, MWO presents a way to make chassis and resources matter. So it makes a very compelling choice for any commander to weigh up. Do you press the fight and take heavy losses, or does it make more sense to withdraw, regroup, and press the battle another day. Suddenly battles don't just become about winning, like in previous games, but resource and attrition warfare. If you can press say several assault chassis losses on your enemy, while keeping your loses to a few mediums, then maybe you lost the battle, but as resources matter, the force which won, but lost two assault chassis lost the resource battle.

2) The Battlegrid was a great topic discussion. The way I see it is something like we have in modern military forces. The commander has a console in his Battlemech which shows a tactical grid, recon mechs will be able to mark enemy positions on his map, and allow the commander to see updating information here in real time. He can set waypoints to his forces via grid reference, or deploy fire support, or maybe even allow you to use imaging satellite (if you had that resources) to get recon images of a grid reference allowing you to see the Opfor's Battlemech compliment before you've actually engaged, allowing to alter your tactics to combat their exact forces. Certainly some serious uses for it.

Edited by John Clavell, 02 December 2011 - 02:50 AM.


#270 Riptor

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Posted 02 December 2011 - 03:15 AM

Hrm.. so you guys want me to write something up about player driven economy to give some food for thought?

What do you guys think about Crafting in MWO?

Edith says: I opened up a new thread with the idea i had laid out here, so i reduced this post to the question relevant for a podcast without turning this thread into a discussion about myidea.

Edited by Riptor, 02 December 2011 - 03:35 AM.


#271 MausGMR

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Posted 02 December 2011 - 03:28 AM

Any link to the Survey results PK?

I had a look around in the survey thread but couldn't find them. If that was readily available I would be interested in having a look.

Would help if I listened to the whole podcast.

Good work guys, keep it up

Edited by MausGMR, 02 December 2011 - 03:35 AM.


#272 Cattra Kell

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Posted 02 December 2011 - 03:35 AM

View PostMausGMR, on 02 December 2011 - 03:28 AM, said:

Any link to the Survey results PK?

I had a look around in the survey thread but couldn't find them. If that was readily available I would be interested in having a look.


the State of the Sphere esults and analysis is here:
http://mwomercs.com/...phere-analysis/
As requested

#273 Taliesin

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Posted 02 December 2011 - 03:53 AM

Well, I was dreading listening because I hate hearing my own voice, but it wasn't as bad as I feared. Granted, I'm not going to win any Sony awards any time soon, but it was great fun. Thanks for letting me sit in on this one, guys.

Jock, it ends rather suddenly at 36 minutes. I assume there will be a part 2 soon? Or has something gone awry?

Edited by Taliesin, 02 December 2011 - 03:54 AM.


#274 Jock McGunn

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Posted 02 December 2011 - 05:04 AM

View PostTaliesin, on 02 December 2011 - 03:53 AM, said:

Well, I was dreading listening because I hate hearing my own voice, but it wasn't as bad as I feared. Granted, I'm not going to win any Sony awards any time soon, but it was great fun. Thanks for letting me sit in on this one, guys.

Jock, it ends rather suddenly at 36 minutes. I assume there will be a part 2 soon? Or has something gone awry?

It shouldn't, I'm checking it just now. It works out at 1 hour and 5 minutes total and was completed when i handed it over to pk so maybe there was a problem with the upload. I'll keep you guys updated if anything changes.

#275 Jock McGunn

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Posted 02 December 2011 - 05:05 AM

View PostTaliesin, on 02 December 2011 - 03:53 AM, said:

Jock, it ends rather suddenly at 36 minutes. I assume there will be a part 2 soon? Or has something gone awry?

Worked fine for me, maybe try refreshing it, or redownloading it.

#276 Cattra Kell

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Posted 02 December 2011 - 05:23 AM

View Postjock mcgunn, on 02 December 2011 - 05:04 AM, said:

It shouldn't, I'm checking it just now. It works out at 1 hour and 5 minutes total and was completed when i handed it over to pk so maybe there was a problem with the upload. I'll keep you guys updated if anything changes.


Works fine for me on my end too, is there a part 2 to expect?

#277 Jock McGunn

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Posted 02 December 2011 - 05:32 AM

View PostCattra Kell, on 02 December 2011 - 05:23 AM, said:


Works fine for me on my end too, is there a part 2 to expect?

Nope, we decided to try and keep them shorter and sweeter after the feedback we have had. Cattra, have you not listened right to the end yet? ^_^

#278 Cattra Kell

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Posted 02 December 2011 - 05:34 AM

View Postjock mcgunn, on 02 December 2011 - 05:32 AM, said:

Nope, we decided to try and keep them shorter and sweeter after the feedback we have had. Cattra, have you not listened right to the end yet? ^_^


not 100% to the end... Will do later for sure though!

#279 Taliesin

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Posted 02 December 2011 - 06:05 AM

Yeah, it appears that my download decided to stop about three quarters of the way through and it was still playable. I just tried it again and only got 11 minutes this time. Not sure what the problem is, not necesarily your end. I'll keep trying.

#280 Jock McGunn

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Posted 02 December 2011 - 06:09 AM

total file size is 88.3MB. What about if you were to stream it instead?





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