No Guts, No Galaxy Podcast: Goes live!
#541
Posted 13 January 2012 - 02:02 AM
#542
Posted 13 January 2012 - 05:31 AM
#543
Posted 13 January 2012 - 06:14 AM
How the heck did you guys get "might be coming to xbox" out of that dev interview?
#544
Posted 13 January 2012 - 06:16 AM
Dihm, on 13 January 2012 - 06:14 AM, said:
How the heck did you guys get "might be coming to xbox" out of that dev interview?
from the interview page:
Bryan][BRYA said:
Edited by Cattra Kell, 13 January 2012 - 06:17 AM.
#545
Posted 13 January 2012 - 06:37 AM
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.
Edit3: Mic-may-hon? Oh you.
Edited by Dihm, 13 January 2012 - 07:31 AM.
#546
Posted 13 January 2012 - 10:26 AM
#547
Posted 13 January 2012 - 10:46 AM
#548
Posted 13 January 2012 - 10:47 AM
Paul Inouye, on 13 January 2012 - 10:26 AM, said:
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
Posted 13 January 2012 - 10:48 AM
#551
Posted 13 January 2012 - 11:10 AM
According to the ventrilo lady it is pronounced "Die-h-m".
#552
Posted 13 January 2012 - 12:16 PM
Well at least we're getting all the call signs out of the way early for people....
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
Posted 13 January 2012 - 02:28 PM
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
Posted 13 January 2012 - 03:38 PM
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
Posted 13 January 2012 - 03:39 PM
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
Posted 13 January 2012 - 08:57 PM
flessar, on 13 January 2012 - 03:39 PM, said:
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
Halfinax, on 13 January 2012 - 03:38 PM, said:
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
AS ALWAYS: Keep sending in those questions into us!
Edited by Cattra Kell, 13 January 2012 - 09:03 PM.
#557
Posted 16 January 2012 - 04:23 AM
#558
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
Posted 16 January 2012 - 09:04 PM
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
Posted 17 January 2012 - 12:33 AM
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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