About That More Info - Unit Creation
#181
Posted 10 July 2014 - 05:25 PM
Clans are no where near as overpowered as they could be, and its even still debatable if they are overpowered to begin with. (their larger mech geometry, less forgiving heat curbs, and quazi limited customization all work against them.)
I imagine that if they do drop CW and put restrictions on mechs, I imagine that restrictions on drop compositions would also be in place. (Company's vs. Binaries I imagine.)
#182
Posted 10 July 2014 - 06:29 PM
Vermaxx, on 10 July 2014 - 05:00 PM, said:
If they restrict mechs, and clan mechs are still clearly better, and there is nothing going on to entice people to stay House, you're going to see a lot of auto win matches or flat out clan on clan just to keep things going.
I once thought they would be around 35 million.
If you think they're overpriced, just wait until you see them for mc before C-Bills.
Gotta have 3 after all to master.
And gotta prey they don't bring back R&R, THAT would kill clans fast
Xl, endo, and high end tech? Jeez that would probably cost more to repair than you'd earn.
Also that figure was just a placeholder.
Could be 100% more, or only 10%.
Hell this stuff is so far away maybe it won't come out at all.
The point being;
In the meantime it's going to be IS against clans
Like the command post says
But down the line?
I'm sure they'll let us drop with whatever we choose
How much down the line? No idea, a few months?
Half a year?
Probably not long enough for faction players that give something about the faction; to actually think 3 or more times again if they want to cash in real money for any new mech that is exclusive for one side
And only one side
Exclusivity would also kill some factions, what kind of mech do you want to pilot for FRR, or Liao?
I'm sure that the only balancing factor is gonna be price
It's also something they can earn money with (premium, heros, direct mc to C-bills)
And the grind for loyalty points
Reducing costs on faction specific things
Also aside from having the "honor" to be in the wolfs dragoons, what incentive could there be to grind all factions?
#183
Posted 10 July 2014 - 08:10 PM
SpiralFace, on 10 July 2014 - 05:25 PM, said:
Clans are no where near as overpowered as they could be, and its even still debatable if they are overpowered to begin with. (their larger mech geometry, less forgiving heat curbs, and quazi limited customization all work against them.)
I imagine that if they do drop CW and put restrictions on mechs, I imagine that restrictions on drop compositions would also be in place. (Company's vs. Binaries I imagine.)
Clan vs IS, IS beat our Clan mechs 3 times. Piloting ability did play a part.
Edited by BLOOD WOLF, 10 July 2014 - 08:11 PM.
#184
Posted 11 July 2014 - 05:56 AM
CyclonerM, on 10 July 2014 - 12:43 PM, said:
But.. But.. This is a BattleTech game..
In principle I agree with you. However, there are so many things that are out of canon, things that make absolutely no sense within the lore and violate plain common sense that at this point I would give up and just let everyone use every mech (but not allow for mix-tech).
The game began with a collectible model that makes no sense: pilots owning one personal mech and being able to afford its operating costs should be few and far between. Now its gotten to the point where most founders have over 30 mechs, could easily field two or more companies of 12 from their own personal stable. Having violated common sense to this extent, allowing people to run "captured" clan mechs is not that big of a stretch.
As has been stated previously in other threads, "this aint Btech". And PGI would have been well advised to clarify the position on how clan mechs could be used prior to making tens of thousands of dollars selling the packs to everyone. Absent that clarification (that would have surely cost them significant revenues), attempting to impose a restriction with the long awaited advent of CW is... bad.
#185
Posted 11 July 2014 - 06:11 AM
Kyrie, on 11 July 2014 - 05:56 AM, said:
Having violated common sense to this extent, allowing people to run "captured" clan mechs is not that big of a stretch.
Wasn't the biggest part of this whole genre salvage? how many battles would it take before IS had some operating clan mechs?
This is just another good idea at heart, that will just backfire horribly and kill an otherwise high potential game.
#186
Posted 11 July 2014 - 06:42 AM
Kyrie, on 11 July 2014 - 05:56 AM, said:
In principle I agree with you. However, there are so many things that are out of canon, things that make absolutely no sense within the lore and violate plain common sense that at this point I would give up and just let everyone use every mech (but not allow for mix-tech).
The game began with a collectible model that makes no sense: pilots owning one personal mech and being able to afford its operating costs should be few and far between. Now its gotten to the point where most founders have over 30 mechs, could easily field two or more companies of 12 from their own personal stable. Having violated common sense to this extent, allowing people to run "captured" clan mechs is not that big of a stretch.
As has been stated previously in other threads, "this aint Btech". And PGI would have been well advised to clarify the position on how clan mechs could be used prior to making tens of thousands of dollars selling the packs to everyone. Absent that clarification (that would have surely cost them significant revenues), attempting to impose a restriction with the long awaited advent of CW is... bad.
I know, but we should try to bring back some BT feeling in this game, quiaff?
#187
Posted 11 July 2014 - 07:10 AM
CyclonerM, on 11 July 2014 - 06:42 AM, said:
I am hopeful that CW will do that, but in order to be successful, it will have to involve some sort of Repair/Rearm system and a way to earn Salvage. My proposed method of doing this is: http://mwomercs.com/...st__p__3498001. I would love to get feedback on what you guys think, btw.
#188
Posted 11 July 2014 - 02:01 PM
CyclonerM, on 11 July 2014 - 06:42 AM, said:
If PGI were to embrace a "Roleplaying Shell" system analogous to what Kesmai did in 1992-1993, fully implemented house militaries with players in a complex chain of command, sure.
With a complex map and strategic elements, sure.
Instead we will get a fairly innocous system of border skirmishes, lemming style "loyalists" instead of a chain of command with the only important stuff relegated to merc corps.
So under this system I would rather pilot a Direwolf on behalf of the Combine, and forget about the lore.
#189
Posted 11 July 2014 - 03:16 PM
Factions don't mean a thing in MWO now. Hell, the biggest faction is probably the faction of the Lone Wolfs.
Even small features that would give a player a small sense of being part of a faction are missing in MWO.
- House Crests on Mechs ? nope
- One single free House Color (Kurita Red, Steiner blue,...) for players ? Nope
- Player ranking by House (a simple High Score list !) ? Nope
- Faction specific Achievements (Honor of the fallen Samurai banner for Kurita Players with Bad K/D) ? Nope
- Cockpit-Items with the Crest of Lore units (Sword of Light, Davion Guards,...) ? Nope
- Faction specific costs for Mechs (Jenners cheaper for Kurita, Commandos for Steiner) ? Nope
- Unit creation as user group in forum ? Nope
- Units Crest as Avatar in forum ? Nope
- Units Crest ingame in Scoreboard ? Nope
- Units Crest ingame on Mechs ? Nope
- Defined unit Colors / Camos (maybe with reduced MCs) ? Nope
- Unit ranking (yeah, an other simple High Score list) ? Nope
If PGI wasn't able to create such small features for player units i'm not quite sure if they are able to create a much complexer CW now.
To be honest, I doubt it.
#190
Posted 12 July 2014 - 05:10 AM
Alreech, on 11 July 2014 - 03:16 PM, said:
Factions don't mean a thing in MWO now. Hell, the biggest faction is probably the faction of the Lone Wolfs.
.....
The same applies to player units. Even small features for player units are missing.
- Unit creation as user group in forum ? Nope
- Units Crest as Avatar in forum ? Nope
- Units Crest ingame in Scoreboard ? Nope
- Units Crest ingame on Mechs ? Nope
- Defined unit Colors / Camos (maybe with reduced MCs) ? Nope
- Unit ranking (yeah, an other simple High Score list) ? Nope
To be honest, I doubt it.
IMHO, and I have to remind myself about this at times, PGI's approach to the current game is because it was not planned this way. Remember, this was going to be MW5/reboot/etc, a single player story line with multiplayer capabilities, just like the previous MW titles, with a server setup for pickup games while the fan base would be the ones creating any external Leagues/etc.
Now step in the money man, or the lack of one with a big pocket. PGI had to change direction, Instead of working in-house for a few years and releasing a title, they had to create a workable combat engine and get it released asap to draw in more funding, and made it into an Online experience only. That is likely the only way they could be sure to keep people's attention, their pocket book and centralized, under their control.
That meant that their infrastructure also had to change. Now, instead of the originally planned player-hosted servers they also had to develop their own server network structure.
At the current stage of the game, this is more like MPBT Solaris that ran on AOL then Gamestorm from 1996-2001. It was the combat engine that was meant, at that time, for MPBT 3025 (not EA 3025 version). Unfortunately, for both games the real CW portion did not appear for many reasons.
Since then though technology has changed, there are actually more online games and the knowledge on how to handle the back-end of the game.
What can make or break it will be the details. We have a generalization of how things will work with CW but no real details. For the general population, will PUG players drop with only their particular House/Clan or will it be a collective House vs Clan? Will it be Houses vs Clan or will there be House vs House, Clan vs Clan? Will the combat area be actual planets or the various borders vs borders? Or could it be all the above, setup in a flexible matrix that will be dependent on overall player population?
#191
Posted 12 July 2014 - 06:13 AM
Alreech, on 11 July 2014 - 03:16 PM, said:
Factions don't mean a thing in MWO now. Hell, the biggest faction is probably the faction of the Lone Wolfs.
Even small features that would give a player a small sense of being part of a faction are missing in MWO.
- House Crests on Mechs ? nope
- One single free House Color (Kurita Red, Steiner blue,...) for players ? Nope
- Player ranking by House (a simple High Score list !) ? Nope
- Faction specific Achievements (Honor of the fallen Samurai banner for Kurita Players with Bad K/D) ? Nope
- Cockpit-Items with the Crest of Lore units (Sword of Light, Davion Guards,...) ? Nope
- Faction specific costs for Mechs (Jenners cheaper for Kurita, Commandos for Steiner) ? Nope
I expect most of these things will come with CW
#192
Posted 12 July 2014 - 06:18 AM
I am just glad I do not have to have anymore promise or we have been lied to discussions anymore. They have shown immense passion to spend at working and building since the beginning of the year, We are soooooo close only time will tell.
#193
Posted 19 July 2014 - 01:37 AM
Alreech, on 11 July 2014 - 03:16 PM, said:
- One single free House Color (Kurita Red, Steiner blue,...) for players ? Nope
House units don't paint their 'Mechs in "house colors", so this one is pointless.
Alreech, on 11 July 2014 - 03:16 PM, said:
Guess what this topic is about. You have two chances.
#194
Posted 20 July 2014 - 08:44 AM
Tarl Cabot, on 12 July 2014 - 05:10 AM, said:
IMHO, and I have to remind myself about this at times, PGI's approach to the current game is because it was not planned this way. Remember, this was going to be MW5/reboot/etc, a single player story line with multiplayer capabilities, just like the previous MW titles, with a server setup for pickup games while the fan base would be the ones creating any external Leagues/etc.
Now step in the money man, or the lack of one with a big pocket. PGI had to change direction, Instead of working in-house for a few years and releasing a title, they had to create a workable combat engine and get it released asap to draw in more funding, and made it into an Online experience only. That is likely the only way they could be sure to keep people's attention, their pocket book and centralized, under their control.
That meant that their infrastructure also had to change. Now, instead of the originally planned player-hosted servers they also had to develop their own server network structure.
At the current stage of the game, this is more like MPBT Solaris that ran on AOL then Gamestorm from 1996-2001. It was the combat engine that was meant, at that time, for MPBT 3025 (not EA 3025 version). Unfortunately, for both games the real CW portion did not appear for many reasons.
Since then though technology has changed, there are actually more online games and the knowledge on how to handle the back-end of the game.
What can make or break it will be the details. We have a generalization of how things will work with CW but no real details. For the general population, will PUG players drop with only their particular House/Clan or will it be a collective House vs Clan? Will it be Houses vs Clan or will there be House vs House, Clan vs Clan? Will the combat area be actual planets or the various borders vs borders? Or could it be all the above, setup in a flexible matrix that will be dependent on overall player population?
Very good points, for which we have no answer at this stage. I have been trying to read the PGI breadcrumbs on CW scattered across time and virtual space for a while now, and the only thing that is abundantly clear is the fact that their vision for CW was malleable and amorphous.
I first bought into this game on the hope and promise of an MPBT EGA style game with fully developed house military structure; but I must admit that this was mostly my desperate hope for a reboot of Kesmai's long dead game. It was really awesome to really try to live out the lore behind the silly kill-droid missions.
The only thing that has been consistent in PGI's pronouncements on CW after the long-defunct design pillar posts in 2011 has been a minimalist approach to CW centered on mercs. While I find this quite disturbing, I have a vague hope this might evolve into something deeper.
#195
Posted 20 July 2014 - 02:18 PM
#196
Posted 20 July 2014 - 07:57 PM
- Is the coffer only going to be filled by donation from the members or can it have donations from outside members?
- Can you give C-Bills to other groups or other members not in your unit?
- Is there other ways one can fill the coffer? For example a basic Unit tax that automatically takes the C-Bills out of the end of match based on a % made by Unit Command?
- Can a unit have faction ties? For example I am in a unit that wants to primarily work with Steiner and no one else is that possible?
- What does it take to create a unit?
- Is there a maximum amount of people for a unit?
- Since the coffer is for future features will be activated early so a unit can have a nice amount to start with ahead of time?
I have many more questions but I wonder if these will get answered.
#197
Posted 21 July 2014 - 07:00 AM
clownwarlord, on 20 July 2014 - 07:57 PM, said:
- Is the coffer only going to be filled by donation from the members or can it have donations from outside members?
- Can you give C-Bills to other groups or other members not in your unit?
- Is there other ways one can fill the coffer? For example a basic Unit tax that automatically takes the C-Bills out of the end of match based on a % made by Unit Command?
- Can a unit have faction ties? For example I am in a unit that wants to primarily work with Steiner and no one else is that possible?
- What does it take to create a unit?
- Is there a maximum amount of people for a unit?
- Since the coffer is for future features will be activated early so a unit can have a nice amount to start with ahead of time?
I have many more questions but I wonder if these will get answered.
why do you wonder if they will get answered?
#198
Posted 21 July 2014 - 08:06 AM
Kyrie, on 11 July 2014 - 05:56 AM, said:
In principle I agree with you. However, there are so many things that are out of canon, things that make absolutely no sense within the lore and violate plain common sense that at this point I would give up and just let everyone use every mech (but not allow for mix-tech).
The game began with a collectible model that makes no sense: pilots owning one personal mech and being able to afford its operating costs should be few and far between. Now its gotten to the point where most founders have over 30 mechs, could easily field two or more companies of 12 from their own personal stable. Having violated common sense to this extent, allowing people to run "captured" clan mechs is not that big of a stretch.
As has been stated previously in other threads, "this aint Btech". And PGI would have been well advised to clarify the position on how clan mechs could be used prior to making tens of thousands of dollars selling the packs to everyone. Absent that clarification (that would have surely cost them significant revenues), attempting to impose a restriction with the long awaited advent of CW is... bad.
Wait, I have about 60 mechs, but I have 60 personalities, each with their own mech and quirks.
Or how about this:
In the multiverse, there is at least 60 difference versions which appear almost completely identical, but the particular mech my pilot drives is different.
i think I'm going to go with the multiverse version. There you go: Lore validated.
#199
Posted 21 July 2014 - 08:41 AM
Heffay, on 21 July 2014 - 08:06 AM, said:
Or how about this:
In the multiverse, there is at least 60 difference versions which appear almost completely identical, but the particular mech my pilot drives is different.
i think I'm going to go with the multiverse version. There you go: Lore validated.
Does not sound very believable. If i understand correctly your idea our pilots should be dimensional travelers able to jump from an universe to another one in seconds, or we should be universe gods able to choose one out of tens of slightly different multiverses ..
It sounds a bit twisted, at least..
Got a different version:
MWO is clearly an adaptation of the F2P model to the BattleTech universe (or maybe i should say the opposite). A basic pillar of this model is buying more in-game items with the currency earned by playing or bought with real world money. Thus, a MechWarrior AKA player is expected to collect more and more 'Mechs, even if this would be absurd in the lore, as even Alexander Kerensky did not have 2 regiments of BattleMechs in his own 'Mechbay.
Edited by CyclonerM, 21 July 2014 - 08:44 AM.
#200
Posted 21 July 2014 - 08:43 AM
N0MAD, on 18 June 2014 - 06:21 PM, said:
Also a door for Chinese Gold farmers...
Honestly, who the hell cares? I don't. There no economy to speak of in the game at all. All this does is drive down the grind and potentially steal revenue from PGI/IGP. Why do you seem to care so much? O.o
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