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August Update And Rollout - Feedback


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#201 BLOOD WOLF

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Posted 07 August 2014 - 01:16 PM

View PostKay Wolf, on 07 August 2014 - 12:20 PM, said:

With the expansion post explaining that the main Clans will be able to use the Unit Creation module as well as Mercs, with the person forming the unit parenting their Clan insignia to the main Clan, and the idea that, most likely, this will be useful for Loyalists, as well, what about alternate units, such as the non-invading Clans, Periphery elements, St. Ives Compact, etc.? Will all of those be able to do the same thing as mercs?

Those claiming one of the other 16 non-invading Clans are not going to turn their groups into Merc units.

It's either that, or they are going to have to sit tight. A merc corp can still be a front for operations but not officially

#202 Fanatic

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Posted 07 August 2014 - 01:54 PM

Quote

Update:

There are a lot of questions from Clan units asking how much this first module will apply to them, thankfully the answer is that it will.

By Example when you create a unit it will take on the faction of the individual that created it. Therefore if a clan Ghost Bear member starts a unit it will be a CGB unit. Also inside of this unit those with permissions can rename all of the ranks. For instance you can rename the standard "Captain" into some clanner title. With these abilities I think Clan units will be able to use this system to great effect.


how does this work with the no-canon-name policy and naming of the clan unit(s) ?

No "Clan Wolf" in the Unit Name.....

i'm a little bit confused. :D

Edited by Fanatic, 07 August 2014 - 01:56 PM.


#203 Noth

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Posted 07 August 2014 - 02:11 PM

View PostFanatic, on 07 August 2014 - 01:54 PM, said:


how does this work with the no-canon-name policy and naming of the clan unit(s) ?

No "Clan Wolf" in the Unit Name.....

i'm a little bit confused. :D


It just means that you cannot use canon names. You could name your group red puppy death and still be in clan wolf as that is the in game faction your leader was on creation.

Edited by Noth, 07 August 2014 - 02:20 PM.


#204 Koniving

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Posted 07 August 2014 - 02:23 PM

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

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


Question: With the first module, will we have a functioning faction warfare tab with at least some elements of IS versus IS, Clan versus Clan, IS versus Clan warfare? Or for now will we be creating a unit and then playing the same public matches as we have been until the next module?

Also: Any new word on the Logistics side?
For example will a Dropship still have an actual purpose? In the past I imagined it'd give us a weight limit that we can use or a number of turns for a periphery unit to do stuff on the map. With 4x3, the weight limit concept seems to be out of the window and I'm pretty sure the planetary warfare is yet still some time in the future.

#205 Threat Doc

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Posted 07 August 2014 - 02:24 PM

Koniving, if I'm not mistaken, this first module is little more than a unit establishment module; I think we'll have to wait another month or two for the combat module, and the second merc module, for management, to come out, yet. Then, planetary warfare won't come out until the end of Fall or sometime in January of 3015.

#206 BLOOD WOLF

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Posted 07 August 2014 - 02:33 PM

View PostKay Wolf, on 07 August 2014 - 02:24 PM, said:

Koniving, if I'm not mistaken, this first module is little more than a unit establishment module; I think we'll have to wait another month or two for the combat module, and the second merc module, for management, to come out, yet. Then, planetary warfare won't come out until the end of Fall or sometime in January of 3015.

I see what they tried doing here. The invasion begins in August in the battletech universe. the first phase of CW begins in August. It may not be the full scope but I like what they tried to do.

#207 9erRed

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Posted 07 August 2014 - 02:33 PM

Greetings all,

Specifically for Russ,

Question: When a Unit is formed as a Clan unit and some of there members have no Clan mech's, but many IS chassis, what is the procedure for fielding units? (remembering no mixed Clan/IS drops on the same team.)

- Once the timeline is into 3050+ and the Clans occupy specific area's and locations, if a Clan Faction now owns a Planet that actually produces IS mech's, will there be the option to 'Upgrade' these non-Clan Mech owning Pilot's selected Mech's to the IIC or just 'C" variants if this is the location that chassis is made? (and now allowing these Pilots to join there units drops)
- If we follow the timeline it took quite a few months to upgrade the production lines and train the IS tech's to bring there factories to Clan levels of construction.

Ghost Bear and Wolf both had numerous Mech Factories they took over and started upgrading to Clan Mech standards.

This is an outstanding question all along the board for anyone that normally started off building up there IS stable. And now would like to change to only Clan Factions, what is to be done with all the (probably mastered now) IS Mechs?
- Will they still have any use? I would really hate to see Pilots outright sell these Mech's after all the time and effort spent training and leveling them, seems too wasteful.

Any additional info that you, (Russ or Bryan) can address here?
Thanks,
9erRed

#208 zudukai

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Posted 07 August 2014 - 02:36 PM

I really expected support for the non invasion clans, but so far there has been zero or little acknowledgement or support, what is the official position on the matter?

#209 Lukoi Banacek

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Posted 07 August 2014 - 02:42 PM

View Postzudukai, on 07 August 2014 - 02:36 PM, said:

I really expected support for the non invasion clans, but so far there has been zero or little acknowledgement or support, what is the official position on the matter?


Inquiring minds want to know!

#210 Kageru Ikazuchi

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Posted 07 August 2014 - 03:08 PM

All of this is great information and I'm really looking forward to seeing how it all works out ...

I do have a couple of questions about this update ...

Quote

By Example when you create a unit it will take on the faction of the individual that created it. Therefore if a clan Ghost Bear member starts a unit it will be a CGB unit.


If a mechwarrior wishes to join a unit with a certain affiliation (say, Liao), would he be able to keep his own personal affiliation (say, Steiner), or would he have to switch?

Will we know the benefits / drawbacks of unit and personal affiliation before unit creation goes live?

Will a unit be able to switch affiliations (I assume there will be an associated penalty)?

If a player's affiliation is locked to his unit's affiliation, will he be affected by his commander's decision to switch?

Edited by Kageru Ikazuchi, 07 August 2014 - 05:59 PM.


#211 Sandpit

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Posted 07 August 2014 - 03:14 PM

Russ

Thank you
This is the type of communication that would have prevented a lot of the animosity, cynicism, and skepticism of your customers. Excellent post and news. I'm interested to see further development on that map. The unit creation looks interesting as well. All in all a terrific post. now post a catch-all apology to the entire community regarding your "cute" comments on social media whether you feel it's warranted or not and watch customers flock back, get rich, and buy yourself your own private island filled with topless women :D

We still need more information about CW as a whole though.
How will mixed tech be handled?
Are coffers "public"? Meaning can any member of the unit add to or take out from it?
Will it be limited to certain ranks?
Is it a choice each unit can make?
What is the money in the coffers used for?
Is CW planned to be its own separate queue?
Are you still planning on having every match count towards CW?

#212 Threat Doc

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Posted 07 August 2014 - 03:14 PM

View Postzudukai, on 07 August 2014 - 02:36 PM, said:

I really expected support for the non invasion clans, but so far there has been zero or little acknowledgement or support, what is the official position on the matter?
Russ, on Twitter, about three hours ago, announced that a Generic Clan Tag would be introduced. He didn't say when it would happen, but I presume it will be soonTM.

Edited by Kay Wolf, 07 August 2014 - 03:16 PM.


#213 Stormwolfe13

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Posted 07 August 2014 - 03:19 PM

Will other type of non-mercenary units be allowed to create units in this upcoming Unit Creation Module (ie; loyalist and clan units)? If so what will we need to buy? Will it still be Mercenary Review Board Authorizations? Please PGI give us a bit more info regarding Unit Creation as it pertains to Non-mercenary units!

#214 NocturnalBeast

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Posted 07 August 2014 - 03:33 PM

Since we can have planets in the Periphery, can you add a generic pirate faction icon?

#215 Felio

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Posted 07 August 2014 - 03:42 PM

Been waiting for a hero spider since I started playing in open beta. Waiting and waiting and hoping.

I won't be buying it. I am so, so disappointed. It's like a "deuce of all trades, master of none." Emphasis on the deuce, if you take my meaning.

A single missile hardpoint isn't really usable for anything that matters, and that goes x1 million if it's in the CT. And you make it pay through the nose for having it.

Only two energy points and only two ballistic points. The 5D already has two energy arm points, and I really, really hate machine guns, but the 5K can already bring four. Everyone knows they are a waste of time unless boated.

And it doesn't have the tonnage to bring 2x AMS plus ammo, especially with such weak firepower potential already.

#216 IraqiWalker

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Posted 07 August 2014 - 03:48 PM

View PostKyle Wright, on 07 August 2014 - 09:51 AM, said:

NOTICE HOW THIS UPDATE MENTIONS NOTHING, NOT EVEN A GLIMPSE, OF A NEW MAP...

View PostBLOOD WOLF, on 07 August 2014 - 09:53 AM, said:

yea, that is what I cant get over. I was really exited for a new map. So even if we have all these new features what good is a couple of maps



View PostTLBFestus, on 07 August 2014 - 10:43 AM, said:



Again, for the reading impaired, I never said STOP producing monetized mechs completely. I simply said that if you cut back and issued (numbers just for arguments sake) 15 new mechs instead of 18 or 20, they should have been able to transfer that time over to community content that isn't monetized.

That new, "free" content would improve the game.

An improved game should attract more players.

More players means they have a bigger potential market for their "for sale" products.

This means potentially more sales to a bigger audience.

The fact that they stated that they devoted ALL resources to completing the Clan Mechs is my response to your argument that they can't "cross over". Evidently they managed it in one direction, the other way should be possible too. Regardless, this isn't what I'm advocating, switching everything over to new maps/content.

I'm saying shifting SOME resources towards new maps would be a hellova lot more beneficial than cranking out yet another new Mech for sale. I'm pretty sure most of us are not tired of mechs, but we are tired of the same maps for an eternity, and PGI passing off "time of day" as a new map.

We're getting 2 new maps soon.

@TLB: For now I think you and I are talking about something with some measure of inaccuracy, I agree mostly with what you said. The reservations and disagreements I have are not really worth making this into an argument.

I just think you're taking my example to the extreme, regardless, it's not worth getting worked up over.

We're getting new mechs, and new maps within the next couple of months.

Hopefully they'll put more maps out by January.

View Postlittlebruiser, on 07 August 2014 - 12:33 PM, said:


Well... that would be a good way to alienate part-time players like me.

You can be part of a unit while being a part time player.

Not to mention that you'd still get access to contracts, just not the big ones (one player is not expected to hold an entire city against 4 invasion waves, but a unit with 20+ mechs can)

View Postzudukai, on 07 August 2014 - 02:36 PM, said:

I really expected support for the non invasion clans, but so far there has been zero or little acknowledgement or support, what is the official position on the matter?

They will show up, not right off the bat, mind you, but all of the clans are planned to be introduced. Along with all of the IS factions as well (Like St.Ives , canopus ... etc.)

View PostSandpit, on 07 August 2014 - 03:14 PM, said:

Russ

Thank you
This is the type of communication that would have prevented a lot of the animosity, cynicism, and skepticism of your customers. Excellent post and news. I'm interested to see further development on that map. The unit creation looks interesting as well. All in all a terrific post. now post a catch-all apology to the entire community regarding your "cute" comments on social media whether you feel it's warranted or not and watch customers flock back, get rich, and buy yourself your own private island filled with topless women :D

We still need more information about CW as a whole though.
Are coffers "public"? Meaning can any member of the unit add to or take out from it?
What is the money in the coffers used for?
Is CW planned to be its own separate queue?


I can only answer these from what I remember, and if I'm not mistaken coffers will not be public for the unit. Any member can add to them, but only the senior staff can draw from them if I'm not mistaken (can't withdraw funds, just spend them on specific
things, to prevent the leaders from robbing their unit one day)

I remember that the money in the coffers will be used to pay for purchase of assets, upkeep of the unit's assets, and for repairs of said assets.

As for the queues, I believe CW was supposed to have it's own queue.


I would still like the PGI staff to confirm/deny these statements, but that is the end result of all that I got from their communications. Most of these communications are somewhat old, by the way.

#217 Sandpit

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Posted 07 August 2014 - 03:57 PM

View PostIraqiWalker, on 07 August 2014 - 03:48 PM, said:


I would still like the PGI staff to confirm/deny these statements, but that is the end result of all that I got from their communications. Most of these communications are somewhat old, by the way.

yea that's part of the problem

any game undergoes changes. sometimes big, sometimes small, but as those changes are made some of the original "ideas" simply aren't feasible anymore and I can understand that. That just leads to confusion when the devs don't update, inform, etc. That's why I'm glad for Russ' post and all the info he gave us but at this point the entire player base is just completely confused about most of it.

That's also why we get a lot of the rants and such. A piece of the game is changed and/or adjusted so that it will fit into the longterm plans for things like CW but without any context it just angers and confuses customers.

#218 The Yeti

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Posted 07 August 2014 - 04:20 PM

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?

#219 Kraven Kor

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Posted 07 August 2014 - 04:21 PM

View PostJagdFlanker, on 07 August 2014 - 10:19 AM, said:

didn't read through all these comments, but anyone know how this map or CW relates to me, the lone wolf PUGger?


Well, in theory, they'll have NPC factions to work up Loyalty Points or whatever with and a "deeper game" to play than just random death match and +Money +XP.

In theory. :D

#220 Sandpit

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Posted 07 August 2014 - 04:48 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?

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.





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