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No Guts, No Galaxy Podcast: Goes live!


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#601 Amarus Cameron

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Posted 20 January 2012 - 04:15 AM

View PostCattra Kell, on 19 January 2012 - 09:05 PM, said:

As for ep 11, WERE GIVIN ER ALL SHE GOTS CAPT'N!


Which...apparently...is naught enuff!!! We need more Mr. Scotty!

#602 phelanjkell

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Posted 20 January 2012 - 04:41 AM

Podcast #11 live, enjoy!

#603 Amarus Cameron

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Posted 20 January 2012 - 04:50 AM

EXCITEMENT!!! Thy name is Amarus!



Edit: Listening and HOLY SHEET PLAY TEST BREAKDOWN....people listen to this now!

Edited by Amarus Cameron, 20 January 2012 - 04:58 AM.


#604 Dihm

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Posted 20 January 2012 - 05:39 AM

View PostPaul Inouye, on 19 January 2012 - 03:20 PM, said:

SEE HOW IT FEELS?!?!?!? ;)

Hey now Eyeknowyouye, turn about is NOT fair play! ;)

Edited by Dihm, 20 January 2012 - 05:40 AM.


#605 SquareSphere

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Posted 20 January 2012 - 10:05 AM

That some interesting stuff about friendly fire. I can imagine the pub trolls now...

#606 Redburn

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Posted 20 January 2012 - 10:48 AM

Great EP11....loved every second.

Comments/Questions

Commander Skill on Pilot Skill Tree: How do you guys see this playing out? I mean, putting the onus on Real Unit Commnaders versus Virtual Commanders. It sounds as if the real world Faction/Merc Commanders are going to need to get in there and hump their butts to get the virtual skill set to match their real world position, or rely on other real world team members to perform these roles who have completed these skills. How's this going to go over within the Merc units if the real world commander doesn't have the skills to do the virtual job he's traditionally supposed to do?

Module Components: I think the concepts being presented here are going add a huge amount of specialization within the various Mechwarriors. The problem I see is that some common modules are going to be needed within the combat team that going to have to complement each other in order for them, or the team, to be effective, if for no other reason than for coherent info warfare. For example, if 1 member of the team doesn't have a specific module that everyone else has, and all members need it to accomplish the mission objectives, how do you think that will impact the team as a whole? How do you think we'll discover these common modules - trial and error?, hope for a published skill tree.

#607 Cattra Kell

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Posted 20 January 2012 - 11:59 AM

Added those questions and as always keep those questions incoming for podcast #12

#608 Dihm

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Posted 20 January 2012 - 12:32 PM

View PostRedburn, on 20 January 2012 - 10:48 AM, said:

How's this going to go over within the Merc units if the real world commander doesn't have the skills to do the virtual job he's traditionally supposed to do?

It will go over fine because they will be ruled with an iron fist, and questions of authority will not be tolerated. ;)

I felt they touched on this a bit later in the podcast when they were talking about information warfare and third party communication software. Effective utilization of outside comms may make up for some lack of commander modules. It does beg the question of if, say, in our unit, we should "make" our lance/company leaders take at least SOME commander skills. At this point it is a bit early for that. Needs more infos.

I've been watching too much Metalocalypse, I keep talking like the Skwisgaar and Toki in my head. Someday you'll learn how to pronounce names PK, in the mean time, we'll just enjoy your attempts. ;)

#609 Kaemon

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Posted 20 January 2012 - 12:38 PM

View PostSean Zylos, on 19 January 2012 - 07:20 PM, said:

I got to listen in on episode 11 while it was being recorded. ^.^ Let me say, there's some gooooooood stuff in there. Also, allow me to say:

*points at Paul... LAUGHS*


ohh...Pink Thunder....*facepalms*

oh, and I believe you were looking for this:
Posted Image

#610 Ironchild

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Posted 20 January 2012 - 10:00 PM

Good work boys, podcast 11 was a lot of fun as usual :)

For your information, in Chromehounds we had NO detailed damage information. We could only guess at the amount of damage an enemy mech had taken by counting hits. As parts took damage they would begin to spark and hiss. Only when parts or weapons finally POPPED did we know exactly what the damage was. Every part could be individually hit and destroyed.

Limited damage information as the default is a fantastic idea!!! This is going to make games suspenseful, with only one life per match, there is going to be some intense moments. What a sick Sick game MWO will be now that damage info will not be common knowledge for players like in previous games.

So for podcast 12...

What system or version of damage calculation worked best in the past MechWarrior games in your opinions?
If you where the developers of MWO, assuming you use these systems as a starting point, what do you think would be the natural evolution of these systems or mechanics?

Finally, I read some notes about hit boxes. Could you explain what they are? If MWO uses these again, what evolution of this system would you expect? For example, every weapon this time would have its own hit box and could be individually destroyed.

Thanks for all the effort, keep up the good work :)

#611 Fiachdubh

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Posted 22 January 2012 - 05:44 AM

Can anyone tell me the site that Dev interview podcast was on? Can't seem to find the post about it or remember the name.

Never mind, found it.

Edited by Fiachdubh, 22 January 2012 - 06:09 AM.


#612 Cattra Kell

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Posted 23 January 2012 - 08:31 AM

Forum questions added to the document and being stored by ComStar. As always get your question in for the NGNG podcast episode 12.

#613 Dihm

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Posted 23 January 2012 - 10:12 AM

Here ya go:

Given what we know now, how do you see the faction combat going during the first few months after game launch? I'm expecting all of the factions to launch attacks on anyone who shares a border with them. Essentially, an Inner Sphere in total warfare.

For example, at game launch, players from, say, Liao decide to attack, just because they can and there is no faction player command structure or in-game restriction to say no, both Marik and Davion. Davion attacks Kurita, Liao, and Steiner if the FedCom isn't hard-coded. And so on and so forth.

How do you see declarations of "war" being handled? Do you think the Devs will limit the faction players in any way as to which of the other factions they can fight against? Not counting factions they don't share a border with so they can't even get TO them to attack, of course.

Edited by Dihm, 23 January 2012 - 10:15 AM.


#614 Cattra Kell

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Posted 23 January 2012 - 11:23 AM

Added as always Dihm

#615 Dihm

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Posted 23 January 2012 - 11:43 AM

LIAR! You guys still haven't talked about what tree you'd be OR what clan totem animal you'd be and why!!

#616 Cattra Kell

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Posted 23 January 2012 - 11:46 AM

View PostDihm, on 23 January 2012 - 11:43 AM, said:

LIAR! You guys still haven't talked about what tree you'd be OR what clan totem animal you'd be and why!!


b-b- ahhhh because we ahhh.... saving it for a time when we don't have questions... yeah. Lets go with that! ;)

#617 Dihm

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Posted 23 January 2012 - 11:51 AM

Oh okay, I totally buy that reason. Carry on!

#618 Paul Inouye

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Posted 23 January 2012 - 10:32 PM

NGNG #12 Question: Why do women open their mouths while applying eye make-up? ;)

#619 John Clavell

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Posted 24 January 2012 - 01:05 AM

NGNG #12 Question: When are you going to interview Paul Inouye on the show? Make it happen!

#620 Cyber Carns

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Posted 24 January 2012 - 03:39 AM

NGNG #12 Question: What is your reaction to these tweets from the last couple of days from @MechWarriorF2P tweets? and how do you interpret what it actually means ;) ?



MechWarriorF2P MechWarrior Online
@
@VRushman we're in pre-alpha now. Closing in quickly on Alpha.
17 hours ago

MechWarriorF2P MechWarrior Online
@
@Phaelon74 we're closing in on alpha. Expect an announcement about Beta in the next 60 days.
17 hours ago

MechWarriorF2P MechWarrior Online
@
@DonaldPollack expect some cool meat in the next 60 days.
21 Jan

Edited by Cyber Carns, 24 January 2012 - 03:42 AM.






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