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August Update And Rollout - Feedback


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#221 IraqiWalker

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Posted 07 August 2014 - 04:49 PM

View PostSandpit, on 07 August 2014 - 04:48 PM, said:

I THINK it's set up where you can assign titles and rank to everyone so you can only have one "leader" but you can set up other positions that have the same authority as far as access to coffers, recruiting, MotD, etc.

Pretty sure that's how it's done. One of the screen caps showed what authority each rank would be given, and the leader can giveth and taketh away (along with the logical position of vice commander)

#222 Hoffenstein

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Posted 07 August 2014 - 04:57 PM

Vindicator, YESSSSSS!!!! :D

#223 Splitpin

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Posted 07 August 2014 - 04:58 PM

View PostThe Yeti, on 07 August 2014 - 04:20 PM, said:

I was curious, (sorry if this has been asked) my unit does not have a single leader, but a council, when we create the unit in game will there have to be one leader?


On one hand, how your unit works is up to you given the apparent flexibility of ranks and permissions.
On the other hand, it is reasonable for PGI to expect to be able to have a single point of contact with the unit, for whatever.
So while, externally there may be a single nominal 'leader' there's no reason why internally that leader needs to be any more than 'first amongst equals'. The only unique power the leader has is Disband Unit. And given that it would appear that any of your council could have any of the other powers, any of them could have the power to appoint a new leader who could then disband the unit.
So in the end, you can have your pirate council given that even they tended to elect a Captain.

#224 DustySkunk

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Posted 07 August 2014 - 06:11 PM

View PostNikolai Lubkiewicz, on 06 August 2014 - 07:05 PM, said:

Greetings MechWarriors!

Please leave us your feedback on Russ' latest Command Chair update!


I have to say I am quite pleased with this update. There is clear progress in regard to the implementation of new features, a clear timeline for said features to be implemented, and clear communication for the community to have realistic expectations.

In the past, I have called for these exact things. Transparency and good communication are really important to me as a member of this community, and as someone invested in the success of this game. The last two communiques from you all have done a wonderful job of meeting my expectations.

I have been critical in the past of the relationship fostered between you (PGI) and the community quite simply because these expectations have not been met. Although I have been critical, I will not be hypocritical and I will give praise when praise is due.

Thank you for the effort you have been making as of late. It shows, and does not go unnoticed. Keep up the good work, and I feel like the community (especially the Founders) will be on their way to forgiving you. Once that happens, the raw enthusiam many had for the game may return.

#225 Appogee

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Posted 07 August 2014 - 06:12 PM

Thanks for sharing advance notice of the August developments ... I can't remember that ever happening before.

Thanks too for the news on CW - signature updated courtesy of and kudos to IGaveMyMomKoolaid.

Edited by Appogee, 07 August 2014 - 06:13 PM.


#226 Nothing Whatsoever

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Posted 07 August 2014 - 11:55 PM

Crank it up to eleven!

Edited by Praetor Knight, 08 August 2014 - 12:08 PM.


#227 Glxy Cmdr Jason Tseng

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Posted 08 August 2014 - 12:29 AM

I like how Russ, the CEO and Leader of PGI, self touted avid Battletech fan, says that we Clans can "change 'Captain' to some clanner title". Could you not spare the time to throw in the 5 extra keystrokes to add in "Star" there Russ?

Other than that, I cannot wait.

I DECLARE EXTERMINATUS ON THE INNER SPHERE!

#228 Myke Pantera

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Posted 08 August 2014 - 03:26 AM

Very good command chair post! I really appreciate it when we get a timeline on things to come in the near future. Transparency++

Also excited about the Vindicator and CW Module 1. Looks pretty good to me.

Also looking forward to the events and faction specific stuff.

Despite all the good stuff ahead, i'm still not happy with what you did to the module system.
I play mostly light, which means my role for role warfare would be mostly recon/scouting but since i need the 2 module slots for defensive modules (Radar Dep. && (Seismic || Shock Absorbance)) i can't take role specific modules like Sensor Range, Target Decay or Cap. Accelerator.

#229 Wildstreak

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Posted 08 August 2014 - 08:19 AM

Notable planets.
New Avalon - Davion capital
Tharkad - Steiner capital
Luthien - Kurita capital
Atreus - Marik capital
Sian - Liao capital
Rasalhaugue - FRR capital but they are not shown now
St Ives - St Ives capital but they are not shown now
Circinus - Circinus Federation capital but they are not shown
Alpheratz - Outworlds Alliance capital but they are not shown

Does this mean we will get more factions than the 6 IS, 4 Clan, Mercs & LW?
I see 2 small areas in the Periphery off Davion near Liao zoned off.
If Periphery happens, I wonder if anyone will be daring enough to play Bandit Kingdoms who were completely in the Clan path before they reached the IS.

Is it possible to, in the future, have a server for 3025 since that CW is possible for the 4th Succession War? Man, I would be so into that.

Vindicator, a fighting 45 tonner.


WHERE IS THE 6MG SPIDER?

#230 Will9761

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Posted 08 August 2014 - 04:58 PM

This would be awesome if you could share colors with your unit members, since you are the leader. It should happen now.

#231 Euphor Kell

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Posted 08 August 2014 - 05:08 PM

View PostWill9761, on 08 August 2014 - 04:58 PM, said:

This would be awesome if you could share colors with your unit members, since you are the leader. It should happen now.


A preset colour scheme free for unit members sounds like a good idea, maybe it could be purchased with unit funds?

On another note, or rather on the update post:
"A unit is created with the same faction as the creating player"
Can this change later?
As in, if the "creator" changes his alliance, will the unit change? Will there be an option for the unit leader to change it? Or will it forever be the same faction?

#232 IraqiWalker

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Posted 08 August 2014 - 05:27 PM

View PostEuphor Kell, on 08 August 2014 - 05:08 PM, said:

A preset colour scheme free for unit members sounds like a good idea, maybe it could be purchased with unit funds?

On another note, or rather on the update post:
"A unit is created with the same faction as the creating player"
Can this change later?
As in, if the "creator" changes his alliance, will the unit change? Will there be an option for the unit leader to change it? Or will it forever be the same faction?

Considering they want units to actually jump houses now and then, I think it's as you guess. The leader changes factions, and the unit follows suit.

#233 Threat Doc

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Posted 08 August 2014 - 09:35 PM

View PostIraqiWalker, on 08 August 2014 - 05:27 PM, said:

Considering they want units to actually jump houses now and then, I think it's as you guess. The leader changes factions, and the unit follows suit.
If merc units are run in the correct way, the only time a merc unit should jump faction is when it wants to. Standard contracts should not require a merc unit to jump factions at all; that should never be an issue unless it's like what happened with the Northwind Highlanders... they went to serve Liao for the longest time but, when Hanse Davion offered to give them Northwind as a land hold, they jumped to work with Davion for it. That didn't mean they were never able to serve Liao, again, it just means their main base was in the FedCom.

Merc Units are, after all, businesses, and a business has to remain afloat, right? Well, this does not mean they are jumping from House to House with each new contract, changing faction, it just means they're working for a different House.

Edited by Kay Wolf, 08 August 2014 - 09:37 PM.


#234 IraqiWalker

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Posted 08 August 2014 - 10:01 PM

View PostKay Wolf, on 08 August 2014 - 09:35 PM, said:

If merc units are run in the correct way, the only time a merc unit should jump faction is when it wants to. Standard contracts should not require a merc unit to jump factions at all; that should never be an issue unless it's like what happened with the Northwind Highlanders... they went to serve Liao for the longest time but, when Hanse Davion offered to give them Northwind as a land hold, they jumped to work with Davion for it. That didn't mean they were never able to serve Liao, again, it just means their main base was in the FedCom.

Merc Units are, after all, businesses, and a business has to remain afloat, right? Well, this does not mean they are jumping from House to House with each new contract, changing faction, it just means they're working for a different House.

Contracts won't force you to change houses. You'll change when you want to.

#235 Alfonso McQuirko

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Posted 09 August 2014 - 12:22 AM

View PostOdanan, on 07 August 2014 - 04:20 AM, said:

Good news!

Can we see the Vindicator concept art?


Clan player should get Experience/C-Bills differently: much more for kills, nothing (or negative) for assistance. :)




This is the best way to balance the clans: FOLLOW THE ****** CLANS RULES! and, penalty for dont follow them are a nice choice.

So: Alpheratz is in the map. Are there cos is a mock map (3025) and just dont erase the world?
Will be a St Ives compact faction? The Area of [color=#000000]Taurian Concordat is shown too.[/color]

[color=#000000]Outworlds Alliance gonna be in this game too??? Or only is a Mock map?[/color]

Dont play with my feelings! :angry:

Edited by Alfonso McQuirko, 09 August 2014 - 12:22 AM.


#236 IraqiWalker

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Posted 09 August 2014 - 12:30 AM

View PostAlfonso McQuirko, on 09 August 2014 - 12:22 AM, said:

This is the best way to balance the clans: FOLLOW THE ****** CLANS RULES! and, penalty for dont follow them are a nice choice.


Nope, that is a downright stupid way to "balance" clans. It will make every single pilot only go for the biggest mechs that can do the killing best. Everyone would be running nothing but Direwolves and timberwolves. Roles like support mechs, and fire support units will not be used since they get assists and little to no kills usually.

Seriously, THINK about what you're saying, before you say it.

#237 Monsoon

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Posted 09 August 2014 - 06:34 AM

Quote

Aug 19th: Nova Camo Specs unlocked; Vindicator Hero for sale (MC): Hero mech version released Aug 19th with MC a week later and C-Bills the week after that as per the established pipeline.


That can't be right, I think you meant to have the 'C-Bills the week after' only for the standard variants, NOT the Hero mech!

Or has PGI changed its stance on Hero mechs for C-Bills?

Of course the whole sentence seems off, since it releases...but then isn't available to buy with MC until the following week, so what, it's in the game unvailable for purchase for a week, just to tease us? :D

Edited by Monsoon, 09 August 2014 - 06:38 AM.


#238 IraqiWalker

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Posted 09 August 2014 - 08:44 AM

View PostMonsoon, on 09 August 2014 - 06:34 AM, said:


That can't be right, I think you meant to have the 'C-Bills the week after' only for the standard variants, NOT the Hero mech!

Or has PGI changed its stance on Hero mechs for C-Bills?

Of course the whole sentence seems off, since it releases...but then isn't available to buy with MC until the following week, so what, it's in the game unvailable for purchase for a week, just to tease us? :D

Hero released first for MC, and the week after the C-Bill variants are released is what they meant

#239 Lily from animove

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Posted 10 August 2014 - 09:30 AM

Hey russ, if the creator of the unit decides which faction it belongs to, how is changing the units faction possible? via unit menu, or does the captain then have to change the faction?

Edited by Lily from animove, 10 August 2014 - 09:30 AM.


#240 Foxwalker

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Posted 10 August 2014 - 06:38 PM

Vindicator? Looking at it on Sarna.net, I can't see why anyone would get excited about it. Unless PGI does something really interesting with their hard point design, it seems kinda limited. It should have the same speed cap as the Blackjack, so it is not fast. Can anyone tell me why they think this thing is any good? I am willing to be convinced. Now the Phoenix Hawk would be interesting, with a base engine of 270 (most likely topping out at between 130-140 kph), Jump Jets and one variant with ECM. That Mech could have enough advantages to be competitive with current Clan at that class.

Edited by Foxwalker, 10 August 2014 - 06:39 PM.






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