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So, what happends when the clan shows up...
#21
Posted 31 October 2011 - 10:24 PM
#22
Posted 31 October 2011 - 10:29 PM
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I'll take a Zeus or Atlas and beat their faces in, what else?
If this is really centered around so much urban combat as it looks the clans will lose their speed and range advantages, and once those advantages are gone in a brawl most IS mechs can hold their ground against clantech machines.
#23
Posted 31 October 2011 - 10:40 PM
All you
#24
Posted 31 October 2011 - 10:56 PM
#25
Posted 31 October 2011 - 11:09 PM
#26
Posted 31 October 2011 - 11:11 PM
#27
Posted 31 October 2011 - 11:20 PM
strength of Clan juggernaut is demonstrated. Maybe Clanners can offer defeated Inner Sphere pilots an opportunity to join their Clan as
bondsman.
#28
Posted 01 November 2011 - 02:42 AM
At any rate, I hope they duplicate the general panic that accompanies the Clan invasion by having Omnimechs seriously outclass IS mechs. That could open up a whole new set of challenges for teamplay and really emphasise cooperation.
#29
Posted 01 November 2011 - 05:35 AM
I do think play progression should be different between the IS and clans. IS militaries are more like conventional militaries where you are part of a team. progression should reflect that. You get c-bills from winning, and, while being the best combatant in a battle will get you some prestige, actual points would be assessed for furthering the team's goals rather than your own. On the flip side, the clans are highly individualistic and hyper-competitive. This should be reflected in game; while you would win or lose honor for your team winning or losing a battle, most of it rides on how you as an individual fares. You're not so much fighting against the other team, as you are trying to out do each other on your own team; who has the most kills, who captured the most objectives, ect. When playing as a clanner, being the best mechwarrior in the match earns you something tangible, and actively assisting the other team members is potentially damaging to your bottom line. IS players will benefit from fighting as a team while clan players should benefit from fighting as a group of individuals with a common goal.
#30
Posted 01 November 2011 - 08:59 AM
#31
Posted 01 November 2011 - 09:54 AM
gilliam, on 01 November 2011 - 05:35 AM, said:
I don't think its so much having a sense of entitlement as it is people having a strong attachment to the Clans setting and would rather not have to play an IS house/merc to get to the Clans. This is similar to what happened with Star Trek Online, where you had to play a Federation player before playing the Klingons. People were ****** And to be honest, I understand their point. I think it'd be in there best interest to find a way to have everyone play on the side they wish, but with appropriate drawbacks/advantages to each side.
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Definitely agree on this one. For example, maybe if you play the Clans, you're limited into your rules of engagement. Whereas if you're a Mercenary, you can attack through any means, regardless of how'dishonorable' it may be. Perhaps even providing more community/guild organization features to Mercenaries that aren't available to Clans.
#32
Posted 01 November 2011 - 10:22 AM
cobrafive, on 31 October 2011 - 06:42 PM, said:
Maybe once the time comes the clans will become playable factions, and they'll open up a new metagame.
Maybe to simulate the fact that A) IS will have more players due to being an established faction, and
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Actually, having the Clans as NPC's would feel remarkably fair, IMHO.
It'd keep the tech level between players nice and even, lest we end up with packs of Clan babies going LOLOLOLOLOLOLOL while cramming Omnis full of boat configurations and obliterating IS units with "superior tactics". Clan tech should be rare, salvaged, and top-tier pilots only....and expensive as heck to maintain and repair. There's a reason that even 30 years after the Clan Wars, only elite Inner Sphere units tool around with any significant number of the machines.
#33
Posted 01 November 2011 - 10:25 AM
mindwiper, on 31 October 2011 - 10:56 PM, said:
Mhmm, I like this idea here. Let's do that.
Other than that, if a selected amount of players would switch to Clans later on, you would have a problem with the people that are roleplayers - you'd "lose" your IS identity. That'd be sad. Maybe you get a second account for Clan activity, though. That'd be probably better ...
#34
Posted 01 November 2011 - 10:26 AM
Hoping we're allowed more then one pilot, I'd rather keep my main pilot IS and have either the option for another to be taken by the Clans or by born into them.
Edited by jack gallows, 01 November 2011 - 10:28 AM.
#35
Posted 01 November 2011 - 10:28 AM
#36
Posted 01 November 2011 - 10:32 AM
jack gallows, on 01 November 2011 - 10:26 AM, said:
Hoping we're allowed more then one pilot, I'd rather keep my main pilot IS and have either the option for another to be taken by the Clans or by born into them.
I think there are two options. Either make them like DK in WoW (you reach certain SKILL, not level, so no n00bs), or just get their tech as a very powerful, but expensive choice.
#37
Posted 01 November 2011 - 12:17 PM
#38
Posted 01 November 2011 - 12:31 PM
#39
Posted 01 November 2011 - 12:37 PM
#40
Posted 01 November 2011 - 12:46 PM
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