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Clan Mech Release Schedule


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#21 Prezimonto

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Posted 24 February 2014 - 07:13 AM

View PostStrum Wealh, on 23 February 2014 - 07:03 PM, said:


One statement made by Bryan Ekman (on Dec. 19, 2013) on the matter can be found here.
Additionally, listen to Bryan Ekman discuss the issue more recently on NGNG # 103, part 3, from the 28:57 mark to the 30:08 mark... or, more specifically, from 29:40 to 30:08.
Presumably, "Inner Sphere alliance versus Inner Sphere alliance" refers to something like "Federated Commonwealth (AFFS + LCAF, plus Mercs & Lone Wolves) versus Concord of Kapteyn (CCAF + DCMS + FWLM, plus Mercs & Lone Wolves)", with a later transition to "Inner Sphere Factions (AFFS + CCAF + DCMS + FWLM + Kungsarme + LCAF, plus Mercs & IS Lone Wolves) versus Clan Factions (CDS + CGB + CJF + CNC + CSJ + CSV + CW, plus Clan Lone Wolves)".
Nothing in what was said by Bryan Ekman within that segment of the podcast necessarily precludes the ability for a player who has selected an IS affiliation from using Clan 'Mechs that they may have purchased through one of the packs or the A La Carte option.

le sigh.

I can think of much more entertaining and long term stable ways of incorporating Clan tech into IS stables. Oh well. At least it sounds like we'll actually have clan vs. IS matches on a faction level... even if they may end up really being Clan vs. Clan mechs.

More and more this game is turning into World of Tanks and totally tossing any possible resemblance to setting within the game play. In fact, I don't even really understand why they're bothering with timeline concerns at this point.

#22 Rubidiy

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Posted 24 February 2014 - 07:46 AM

View PostPrezimonto, on 24 February 2014 - 07:13 AM, said:

le sigh.

I can think of much more entertaining and long term stable ways of incorporating Clan tech into IS stables.

In fact, I don't even really understand why they're bothering with timeline concerns at this point.


1. name one please.

2. because later mechs are freakin' OP beasts. I doubt that devs really bother, they just drew the line to prevent moaning about not having some OP mechs in the game. People usually don't give a shit about game balance. At some point, when Clan invasion was postponed for a full year, it was mentioned, that timeline won't be preserved any more.
It was confirmed, that Mauler is gonna be in MWo. There's no way this mech can have 3 variants by 3051.

#23 Prezimonto

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Posted 24 February 2014 - 09:47 AM

View PostRubidiy, on 24 February 2014 - 07:46 AM, said:

1. name one please.

Sure:

Build into faction play a system where winning IS players can bid on clan tech that the faction puts up for auction. Play the game, win, and earn the right to bid with other players on clan technology. Tie your bidding rights to game performance and/or premium time... so if you do well, you have to spend less in bidding to earn new pieces, while if you have premium time the same is true... but set a maximum cap on earn bidding multipliers so you can't go too far above the lowly average player.

Every so often (one in 5 matches maybe) drop a mech CT, which can be equipped with omni-pods and equipped with clan or IS technology as you earn it. So over time a player can choose to bid on omni-pods and equipment for the handful of CT's in the game.


Set it up so Clan players earn honor points for winning vs the IS, which allow them quicker access to "new" clan technology.

Keep in mind that the setting was intended to follow a timeline, and while power creep will happen, letting happen in relatively slow and regular ways staves off the inevitable. If UAC20's are too good on IS mechs, set the drop rate lower, or the drop rate of ammo for them, as the faction is keeping them for personal use.

This emphasizes the unique end of the game, which is customization of mechs. It ties customization of mechs to gameplay (for the IS) and rewards clan players with some selective faction only early access. It monetizes the process for PGI. It preserves setting and immersion.

That's one idea, off the top of my head, I'm sure there's more than one other out there.

Edited by Prezimonto, 24 February 2014 - 09:48 AM.


#24 Rubidiy

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Posted 25 February 2014 - 08:11 AM

Prezimonto

There's a long way between suggestion and implementation. I'm not criticizing your idea, but you can see a lot of difficulties straight away. Pointless to go into details.
Besides, MWo is not a "big game". It is clear, that initial business model chosen by PGI does not involve a lot of investment into game features, visuals etc. They don't want to create a great game for a huge audience. This is a simplistic session shooter that pumps out money by selling mechs, paintjobs, cockpit items. All these great ideas require bigger crew of game designers, testers and hell knows who else (depends on idea). Don't expect something of that scale. It's not Battlefield series (which crumbled under the weight of rediculous ammount of implementations). All these promises about CW are just to keep players. No doubt, that such a small team will end up creating something simplistic and basic.

#25 Colonel Fubar

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Posted 25 February 2014 - 05:39 PM

PGI has to make Money somehow...
Dangling and selling carrots from an un-planted garden is how they choose to do it.
I certainly would have no problem buying their carrots if only the garden was a more realistic environment to grow and harvest from.

#26 Rubidiy

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Posted 26 February 2014 - 05:32 AM

Looks like this thread needs to be returned to it's initial topic. ;)

Clan mech release schedule.

1. just wanted to correct first post. First 4 mechs are Kitfox, Nova, Thor(Summoner) and Daishi.

2. If PGI is going to repeat their cashgrab tactics implemented with Phoenix package, they will release Preordered mechs in june 17th and start releasing Clan mechs for C-bills once per month. That means that Kit Fox is to be released in July 15th. So Timberwolf is going to be released for C-bills in January 2015, while Masakari will become available in February 2015. Good luck waiting for another year to play Masakari... :( No comments here...

3. If statement #2 is right, we're going to witness wonderful picture of Inner Sphere being conquered by... Kit Foxes... :blink:
It means that CW will be completely screwed by simple fact of inability to drop enough Clan mechs for several months after Clan pack release.

Edited by Rubidiy, 26 February 2014 - 05:36 AM.


#27 Prezimonto

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Posted 26 February 2014 - 05:43 AM

View PostRubidiy, on 25 February 2014 - 08:11 AM, said:

Prezimonto

There's a long way between suggestion and implementation. I'm not criticizing your idea, but you can see a lot of difficulties straight away. Pointless to go into details.
Besides, MWo is not a "big game". It is clear, that initial business model chosen by PGI does not involve a lot of investment into game features, visuals etc. They don't want to create a great game for a huge audience. This is a simplistic session shooter that pumps out money by selling mechs, paintjobs, cockpit items. All these great ideas require bigger crew of game designers, testers and hell knows who else (depends on idea). Don't expect something of that scale. It's not Battlefield series (which crumbled under the weight of rediculous ammount of implementations). All these promises about CW are just to keep players. No doubt, that such a small team will end up creating something simplistic and basic.

And all that tells me is you've given up. Maybe I should as well. But the team had a vision at one point that was good enough to hook a LOT of BT fans. I bought in on a vision of a mech game, where I could play with friends in battles that had meaning and context within the setting. Where the game play was about role warfare and information warfare, and custom designing mechs for different roles was core to the game play.

What we've gotten at this point is exactly what you've stated, a procedural FPS with the only unique component being the level of customization of mechs. They've stated that they're going to make good on team play this year, I'm still around only because I want the game to be good, and to that end I spend more time discussing problems, solutions, and ideas on the forums.

Just because that idea may be too ambitious, doesn't mean it shouldn't be out there, and doesn't mean the team can't do better for themselves and the game than the laziest solution available... which is to totally ignore the setting and background.

Once upon a time, this place was rampant with ideas of 1 to 1 timeline and lots of creative side stories driving teasers and peaks at up coming content. I'd love it if that stuff came back.

You also say they don't want to create a great game for a huge audience. I disagree, that's exactly what they're trying to do, and in the process they're making decisions that drive away their core fan base over and over. If they wanted a smaller and solid fan base... they'd have gone down the path of a mech sim. Instead they keep adding "huge player base" friendly ideas like 3PV, consumables, nerfing teamwork based weapons, and dumping all concessions to setting in favor of WoT style combat where there's only tanks and zero setting. I think you're right and they're NOT getting that huge player base either, so maybe they should focus on the actual unique aspects of this game: build mechs and the mech lab.

#28 Alex Warden

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Posted 26 February 2014 - 05:54 AM

View PostPrezimonto, on 24 February 2014 - 09:47 AM, said:

Sure:

Build into faction play a system where winning IS players can bid on clan tech that the faction puts up for auction. Play the game, win, and earn the right to bid with other players on clan technology. Tie your bidding rights to game performance and/or premium time... so if you do well, you have to spend less in bidding to earn new pieces, while if you have premium time the same is true... but set a maximum cap on earn bidding multipliers so you can't go too far above the lowly average player.

Every so often (one in 5 matches maybe) drop a mech CT, which can be equipped with omni-pods and equipped with clan or IS technology as you earn it. So over time a player can choose to bid on omni-pods and equipment for the handful of CT's in the game.


Set it up so Clan players earn honor points for winning vs the IS, which allow them quicker access to "new" clan technology.

Keep in mind that the setting was intended to follow a timeline, and while power creep will happen, letting happen in relatively slow and regular ways staves off the inevitable. If UAC20's are too good on IS mechs, set the drop rate lower, or the drop rate of ammo for them, as the faction is keeping them for personal use.

This emphasizes the unique end of the game, which is customization of mechs. It ties customization of mechs to gameplay (for the IS) and rewards clan players with some selective faction only early access. It monetizes the process for PGI. It preserves setting and immersion.

That's one idea, off the top of my head, I'm sure there's more than one other out there.


hm i generally like the idea of building up your clanmech piece for piece, the only thing i don´t like in your post is the bidding system itself, especially the premium part... but all in all a nice and immersive idea... same system could be used for a later Solaris VII system where you could earn spareparts and stuff via challanges...

#29 Prezimonto

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Posted 26 February 2014 - 07:07 AM

View PostAlex Warden, on 26 February 2014 - 05:54 AM, said:

hm i generally like the idea of building up your clanmech piece for piece, the only thing i don´t like in your post is the bidding system itself, especially the premium part... but all in all a nice and immersive idea... same system could be used for a later Solaris VII system where you could earn spareparts and stuff via challanges...

I don't think it's great either, however on the design and game economy side, it makes some sense. They would need a to monetize the system and the game economy needs money sinks. If bidding was too rough, I could see players just getting a random piece they could purchase or not with cbills or MC if they win... or perhaps a random assignment of item time based on performance... I don't know there's lots of ways they could handle it and get it to make them money.

#30 Jin Ma

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Posted 26 February 2014 - 11:33 AM

View PostDanny Fubar Col 21C RHG, on 25 February 2014 - 05:39 PM, said:

PGI has to make Money somehow...
Dangling and selling carrots from an un-planted garden is how they choose to do it.
I certainly would have no problem buying their carrots if only the garden was a more realistic environment to grow and harvest from.


thats hwo they'v always done it. they sold founders mechs on those promises. and while the initial promises went unfulfilled they sell clan mechs based on more promises.

#31 Ngamok

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Posted 26 February 2014 - 01:15 PM

View PostCraig Steele, on 23 February 2014 - 07:23 PM, said:


I kinda thought it was lame that Ravens were running around in Steiner colours, and that Kurita Cataphracts were all the rage. So many Marik Jenners too, and Davion Commando's.

MW:O has never attempted to implement the 'flavour' of the Factions into the battlefield so why would they start now?


I would gladly run only the D variants so you guys can't use my CTF-3D !!





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