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No Guts, No Galaxy Podcast: Goes live!


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#541 phelanjkell

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Posted 13 January 2012 - 02:02 AM

Podcast #10 live!

#542 Cattra Kell

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Posted 13 January 2012 - 05:31 AM

Reminder to send us those discussions and questions.

#543 Dihm

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Posted 13 January 2012 - 06:14 AM

Listening to 10 now...

How the heck did you guys get "might be coming to xbox" out of that dev interview?

#544 Cattra Kell

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Posted 13 January 2012 - 06:16 AM

View PostDihm, on 13 January 2012 - 06:14 AM, said:

Listening to 10 now...

How the heck did you guys get "might be coming to xbox" out of that dev interview?

from the interview page:

Bryan][BRYA said:

[font=Helvetica' date=' sans-serif'] MWO is by far the largest and most important project I have ever been involved in. The fact we control our own destinies and IP for PC and Xbox platforms, gives us the ability to push for quality and value over timeframes and rigid milestone schedules.[/font]

Edited by Cattra Kell, 13 January 2012 - 06:17 AM.


#545 Dihm

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Posted 13 January 2012 - 06:37 AM

Hmmm, reading the question and reading that again, I lean more towards it just be a reference to the fact that they have the IP rights for Battletech for both PC and XBox, not that MWO is coming out for both. But who knows. I really doubt they'll make it a cross-platform game. FASA property hasn't done well with that <cough>Shadowrun<cough>.

Also, the clans don't invade till NEXT year (2013=3050), so they have plenty of time in case it slips a little past the summer of this year (2012=3049).

Edit: You also misunderstood the whole merc corp numbers thing. 4-12 people required to START a merc corp. Wasn't talking about limits on a merc unit. If it was that, we'd already have to make two units just for the Skjaldborg. They want to have a high number of people required to START a merc unit. That way there aren't a billion of them. Then, over time, they'll relax the requirements. And there better not be an upper limit on members. I'll be irritated.

Edit2: It is eSpecially, not eXpecially. :D

Edit3: Mic-may-hon? Oh you.

Edited by Dihm, 13 January 2012 - 07:31 AM.


#546 Paul Inouye

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Posted 13 January 2012 - 10:26 AM

Listening to this right now and after recovering from one of the worst case of heebie jeebies... it's pronounced "EE.. NO... WAY"... EENO-WAY. :D

#547 Dihm

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Posted 13 January 2012 - 10:46 AM

Eye-know-ye?

#548 Cattra Kell

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Posted 13 January 2012 - 10:47 AM

Thanks Dihm for clearing some of those up, this morning before editing the ComStar document I was re-reading my notes and came to that conclusion as well. Such is life though and it will go on with the mistakes made.


View PostPaul Inouye, on 13 January 2012 - 10:26 AM, said:

Listening to this right now and after recovering from one of the worst case of heebie jeebies... it's pronounced "EE.. NO... WAY"... EENO-WAY. :D

This is actually quite helpful since I too did not truly know how to pronounce your last name 100%. Thanks for the cleaning up of that for us Paul.

#549 CoffiNail

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Posted 13 January 2012 - 10:48 AM

Paul is just upset because Bryan beat him on the play testing today.

#550 Paul Inouye

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Posted 13 January 2012 - 11:05 AM

View PostCoffiNail, on 13 January 2012 - 10:48 AM, said:

Paul is just upset because Bryan beat him on the play testing today.


Playtest hasn't started yet. :D

View PostDihm, on 13 January 2012 - 10:46 AM, said:

Eye-know-ye?


Shut up Dime.

#551 Dihm

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Posted 13 January 2012 - 11:10 AM

Posted Image

According to the ventrilo lady it is pronounced "Die-h-m".

#552 Kaemon

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Posted 13 January 2012 - 12:16 PM

***Episodes 5&9 are still UMGing...all others are working***

Well at least we're getting all the call signs out of the way early for people.... :D

I think Paul's should change from BanHammer to Pink Thunder (Thunder Pie? ack!), though....we might need a poll up.

In regards to podcast #10, the conversation about the possibilities, size (and arguably the importance) of Solaris and making it it's own expansion down the road, is worth spending some time on.

I would assume the devs are busy getting the bits in place for the core features of the game. The small number of threads (but the wide variety of content) regarding Solaris make it seem that it would be an interesting feature to be more 'player' driven in regards to gameplay aspects.

Obviously the pillars/mechanics still apply (more/less) but perhaps it's a place to allow a bit more player 'direction' (mech customization, gambling, sponsor logos, etc...) and a test bed for some of the more 'radical' ideas to intergrate into the normal gameplay (melee anyone)?

With the release date (even if Go-Live is late summer) you've already setup the Clan invasion (which could be a massive undertaking), bug fixes, tweaks, and performance tuning, you're squeezing it pretty close as is, jamming it in now seems a missed opportunity for some unique opportunities to further develop the dev/community relationship.

for example,
I actually wouldn't mind seeing a 'GM committee' of Merc/Faction/Forum leaders that discuss Solaris options with the devs in a type of informal IRC chat (if anyone actually uses IRC anymore /old).

Sticky a forum up for voting on ideas, having them bring the best ones into the meeting.

Immersion, investment, and identity IMO, are vital to any online gaming experience.

Thoughts?

***edits***
grrr...spell checker...solaris.

Edited by Kaemon, 13 January 2012 - 07:46 PM.


#553 SquareSphere

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Posted 13 January 2012 - 02:28 PM

Listened to ep 10

I wanted to say as far as games that have LOS data that then decays, Frozen Synapse does this and it's pretty awesome. Course it's a turn base game and you can use that last view data to try and estimate where they're going to either set a trap or avoid being led into a trap.

I'll post more later, just got through the first hour of the pod cast.

#554 Halfinax

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Posted 13 January 2012 - 03:38 PM

One minor quibble with the podcast...although yes, technically the Clans come to the innerspher in Aug. of 3049 they only take minor outer rim worlds for staging. The actual invasion doesn't begin until March of 3050.

Another great podcast.

I've been wondering if maybe all 'Mechs might have the same number of Module slots (as described in the information warfare), but limited numbers of types of modules. Let's say for instance all 'Mechs have 12 module slots (totally random number), but they are allocated differently based on the intended role of the 'Mech. For instance perhaps an Atlas has 8 modules for weapon (multiple targets, quicker lock on time, etc.), 3 radar modules (improved range, magnetic, heat) and only 1 targetting module (lower rate of target decay, quicker information about target), but a Jenner would have almost the inverse module set.

Question:Do you guys think something like that might work, or be what PGI is thinking?

If this isn't clear let me know so I can refine the question to make more sense.

#555 flessar

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Posted 13 January 2012 - 03:39 PM

My question was in! \o/ btw, McMahon, as in the former Chicago Bears QB, the Owners of WWE, the former Philidelphia Eagles QB, the late Publishers Clearing house magazine CEO, etc, etc.

Very interesting responses. I was looking forward to a clan civil war en-mass when the treaty was signed. But then the Wobbies took over the plot an..... ill not rant here. Thanks :)

#556 Cattra Kell

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Posted 13 January 2012 - 08:57 PM

View Postflessar, on 13 January 2012 - 03:39 PM, said:

My question was in! \o/ btw, McMahon, as in the former Chicago Bears QB, the Owners of WWE, the former Philidelphia Eagles QB, the late Publishers Clearing house magazine CEO, etc, etc.

Very interesting responses. I was looking forward to a clan civil war en-mass when the treaty was signed. But then the Wobbies took over the plot an..... ill not rant here. Thanks ^_^

Not a problem sir :)


View PostHalfinax, on 13 January 2012 - 03:38 PM, said:

One minor quibble with the podcast...although yes, technically the Clans come to the innerspher in Aug. of 3049 they only take minor outer rim worlds for staging. The actual invasion doesn't begin until March of 3050.

Another great podcast.

I've been wondering if maybe all 'Mechs might have the same number of Module slots (as described in the information warfare), but limited numbers of types of modules. Let's say for instance all 'Mechs have 12 module slots (totally random number), but they are allocated differently based on the intended role of the 'Mech. For instance perhaps an Atlas has 8 modules for weapon (multiple targets, quicker lock on time, etc.), 3 radar modules (improved range, magnetic, heat) and only 1 targetting module (lower rate of target decay, quicker information about target), but a Jenner would have almost the inverse module set.

Question:Do you guys think something like that might work, or be what PGI is thinking?

If this isn't clear let me know so I can refine the question to make more sense.

Added to the list ya crazy goon :P
AS ALWAYS: Keep sending in those questions into us! ^_^

Edited by Cattra Kell, 13 January 2012 - 09:03 PM.


#557 Cattra Kell

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Posted 16 January 2012 - 04:23 AM

Bumply reminder to get the questions in before Wednesday. Only got 3 questions in so far, one from the forums and 2 from FB!

#558 Pht

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Posted 16 January 2012 - 03:33 PM

:)

Well, I see I'm apparently still the guy that asks questions that crack open the cans of worms that nobody will touch.

On the plus side? ... You're decent enough to be diplomatic about it. :)


Oh, and there is no "right" pronouncement of my handle. ;)

Edited by Pht, 16 January 2012 - 03:34 PM.


#559 Halfinax

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Posted 16 January 2012 - 09:04 PM

Seems this thread has been getting less traffic since it was moved to the new sub-forum :)

I've enjoyed every podcast so far, and really hope people start to realize this thread has been moved.

I guess I'll throw another question out there:

Do you think the players should be able to impact some historical events? Say for instance the Battle of Tukayyid, or perhaps smaller historical events, but I imagine you get the idea. Personally I'd love the see the FRR not lose quite so much of their holdings to the Clan Push due to player tenacity.

#560 VYCanis

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Posted 17 January 2012 - 12:33 AM

I has a question.

In light of Randall's comments about wishing the clans and their approach to combat matched their gear. How do you think that will be explored, if at all?

Will MWO clan tech be substantially different from how its classically been portrayed? Like, perhaps their equipment no longer being geared towards ER everything?

also, do you think will it always be so clear cut superior? like if IS tech were to generally have a durability advantage, due its extra bulk, redundancy, and lower operational parameters. or if say regular ACs were a bit more accurate than ultras, or if ER PPCs actually had increased minimum range (instead of none) amd/or recycle times, i.e. some kind of offsets or trade-offs to make players think twice about tearing out the old reliable IS stuff for the high performance clan equivalents. Cause back in every previous games, there was almost no reason not to just cram any mech to bursting with clan savage if you had it available or had money to burn and throw excess IS equipment in the trash.

Edited by VYCanis, 17 January 2012 - 12:35 AM.






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