Perilthecat, on 14 December 2013 - 05:56 PM, said:
Another poster pointed out that an advantage of omnimechs is that modules were hot-swappable in the field. Having a repair bay in-match probably wouldn't work, but perhaps restrictions could be placed on IS designs? If you want to customize your Atlas, you are forced to wait several matches until the modifications are complete. Kinda like in Mechwarrior 4 Mercs, where you had to wait a few missions while your damaged mechs were repaired. Just a thought.
The problem here is that we are playing a skeleton of a game:
http://mwomercs.com/...11#entry2970211
There is absolutely no model for persistence in this game. Even the attempt to implement persistence would require radical re-structuring. The maps are far too small for effective role warfare - the objectives would require a whole new host of scripting and support...
The current game experience is that of an alpha setting up the minimum requirements to test that mechs and combat are somewhat functional.
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That said, I'm sure these are already a bear to implement even without the outcry of rigid, poorly adaptable fanboys. Clan tech needs to deviate from canon if it is going to find a place in this game, it's best to just accept that. I sure wouldn't want to be the one having to tackle this grenade of a project, but I will gladly run around in the mechs.
The problem with the clans is that you pretty much have to throw out every 'lore' mechanic of the game to try and balance them. MechWarrior 4 did this. Weapon tonnages were modified - the critical system was vastly overhauled for a slotted hardpoint system. Weapon damage amounts went all over creation - armor values were played with extensively across multiple iterations of the game.
There was still no reason to choose IS tech over clan tech other than for RP purposes (or BV purposes). IS mechs became more competitive under that system - but not the weapons.
The problem is that the very -idea- of the Clans is that they are bat-**** insanely overpowered and are meant to strike fear into the heart of every free-born.
As I have said, before - for Inner Sphere units to encounter the clans and survive (without being taken as bondsmen) was a feat that was met with parades and instant media attention. You were a hero just to ******* survive the encounter.
Even the ComGuards - who had Lostech and even the most powerful of the IS houses did not mess with - were no match for the Clans, and got their ***** handed to them on a silver platter.
The question is:
Do you want MechWarrior?
Or do you want stompy robots that look hauntingly like battlemechs?
Balance the clans?
Have clans que up in a separate group and drop, randomly and unannounced, into an in-progress IS territorial dispute. One star versus 24 IS pilots who have been fighting each other for a few minutes and are in varying states of crapping their pants.
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Speaking of which, I bought the complete package within 2 minutes of seeing it on the front page. And I felt troubled by my actions as I parted with such a large sum of money. It feels like a worse deal than the Phoenix/Sabre packages. In terms of number of mechs and their accoutrements there seems to be a premium applied. It feels like they are taking advantage of the unavoidable reality that clanners will mostly pay whatever it takes no questions asked. I know I did. Luckily I'm not so beyond reason that I would pay $500 for a gold texture map on a mech I'll be able to get for free eventually. There is something unsettling about that kind of money-grab. I get the whole "we're a business" thing, but I can't imagine how many helpless people are going to run themselves broke on shiny pixels. Some people have the disposable income and they won't blink an eye. But there are a ton of people out there who are semi or fully addicted to MW and dangling this kind of thing in front of them is like dangling rocks in front of a crack head. It'll have a cost on people's lives, regardless of the "no one forced them" excuse. Just my opinion.
My question to you is pretty simple:
Why did you buy that package?
What satisfaction do you get out of it?
The idea that you will drive around in a "madcat" while shooting at the same people you've been shooting at, in the same maps you've been walking through, with the same hit-detection issues and 'balance' schemes?
Is there some thrill that you get in your leg when you think about hitting the launch button 10 times a day, 4 times a week, for a month, to get your Madcats "elite?"
I'm just curious as to why it is you've actually decided to commit to purchasing this package when, quite honestly, most of us find ourselves dreaming about the way the game could be rather than being excited about the way the game is.