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Ask The Devs 8!


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#81 Alexander Diaz

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Posted 23 June 2012 - 05:19 PM

Ok, Skimmed the 4 pages and haven't seen this one yet (Hope I'm right)

How are C-bills, XP, and purchased credits different? C-Bills and XP everyone can earn, but the items purchasable with paid credit, call it "Dollar Bills", will the be able to be purchased with C-Bills as well?

An example of this is Tribes Ascend. I can purchase an item with either "Gold" (purchased) or for a large sum of experience (800g or 100000xp for example), experience being earned in game play.

Star Trek Online has another version of this with their dilithium market. I can earn a certain amount of dilithium a day, refine it, and turn it around to sell on a market for real in-game currency, this being purchased by the community that has C-store Credits (The paid currency).

I like this because it makes things feel a bit more equal. I can either spend a month grinding to get that $5 credit item, or I can drop $5, but essentially, everything is accessible to everyone if you're willing to put in the time.

So, in short, will you be able to earn "Dollar Bills" for the in-game store? If not, will some items be restricted to "pay only"?

Edited by alexander diaz, 23 June 2012 - 05:21 PM.


#82 Metatron

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Posted 23 June 2012 - 07:25 PM

King Crab !

Is it going to be in the game and when?
It should be out on the field with the Atlas as its rocking with the houses unlike the Wolf Dragoon only 100 ton mechs.

Give the Crab and King Crab a chance!


Posted Image

Edited by Metatron, 23 June 2012 - 07:29 PM.


#83 Hagetaka

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Posted 23 June 2012 - 07:48 PM

Where are you guys going to draw the line as far as possible swing in possession of planets? I know you're not putting every planet up for grabs, but will it be the same couple of dozen border worlds along a border that will be contended again and again between Houses?

#84 Dredrik Salkon Kerensky

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Posted 23 June 2012 - 10:58 PM

Are you going to release another batch of beta keys to the Founders before July 10th?

#85 Monolith

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Posted 23 June 2012 - 10:58 PM

I want more information about the founders packs...

I would like more detailed info on how the system of buying mechs and ammo and everything else is going to work... I mean, I understand I will be able to use real world money to buy in game currency so I can get things faster, (or something like that...) I just want to know what the limitations are going to be. Am I going to have to wait for my mechs to repair? Will I be able to try out mechs I want to buy in a 'simulator' or mock battle? How about a 'showroom floor' where I can test drive a mech I might want to buy.

I really want to get early access and I want extra mechs, but If I am going to buy even the mid-tier founders pack, I would like some actual specifications on the founders mechs and all the other stuff included. You are asking us to drop $30-$120 on an offer that is vague at best. (At least for me...)

And also, the Legendary pack for $120? I would like to know what the real money value for those 4 founders mechs is going to be. How much time or money could I expect to drop into the game if I wanted to build something similar? Will I even be able to duplicate the founders mechs or will they have different hardpoints and equipment available than the same chassis on the in-game market?

And what are the differencesof the founders mechs to the stock mechs that I could buy? I mean... maybe I would prefer the stock layout or something... Just a lot left unexplained. I hope you's guys give us more info than what we currently have if I'm expected to drop any money at all on this game before it launches.

That said, I will at the very least be picking up the $30 founders pack just for the early access. That is something very easy to understand. Although I can also remember recent notable instances of huge numbers of people having pre-ordered a game or bought it at release, won't mentions names ~cough~BLIZZARD~cough~ and huge numbers of people not being able to play said game because the servers were not ready... So what are the good people at MWO doing to keep me from looking like this chump:

????
(Warning, quite a bit of language in that video and I am not talking German or Russian or Dutch or anything like that...)

Anywho, hope you guys pick at least one section of this to address.

Edited by Monolith, 23 June 2012 - 11:20 PM.


#86 Monolith

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Posted 23 June 2012 - 11:46 PM

Unrelated to my above post, I am wondering about whether (since this is a reboot), we will get to play alongside any of the famous characters in B-tech canon. Hanse Davion or Kai Allard-Liao for instance? I mean... They could be NPC mechs or even piloted incognito by one of your better pilots on the Dev team... Just saying.

#87 Nairdowell

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Posted 24 June 2012 - 04:41 AM

Regarding radar usage....

1. Will we be able to flip between active and passive radar?
2. Will passive allow us a slighter greater chance of escaping detection (unless actively pinged)?
3. Will active radar allow for greater detection ranges (as in RL) by scout mechs, especially the Raven or any other with ECM/ESM packages or modules....

AS you might guess, I run scouts (and have an ESM/ECM RL military background LOL).... thanks!

#88 Comguard

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Posted 24 June 2012 - 05:03 AM

Can you give us more information on, maybe even screenshots, on how the managing of player groups works? From small if you just want to form a lance called "Weekend Warriors" to bigger with Clans (not the BT-Clans B) ) whose numbers are going into the 3-digits?

Related to this would be the question if there will be the option for an individual emblem on the Mech that appears in game.

#89 Redshift2k5

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Posted 24 June 2012 - 05:21 AM

What mechs will be available at launch?

Which mechs are next to appear in official screenshots/videos?

#90 Uri Brauer

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Posted 24 June 2012 - 07:35 AM

What input systems (joysticks, throttles, pedals etc) have been successfully implemented to date? In particular, is anyone in the beta using a twin joystick setup?

#91 BFett

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Posted 24 June 2012 - 08:32 AM

How will jump jets function in MWO? Will there be a feature that prevents jump sniping?

#92 Vechs

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Posted 24 June 2012 - 09:03 AM

1. What (if any) impact has shortpainters redesign artwork had on your model designers? (That Hollander is so nice...)

2. Looking into the future, do you have in plans to (one day) allow players to create their own single-player or co-op missions?

3. Will we have access to a test-range or proving grounds of some kind to take our mechs out for a test drive before fighting actual matches?

4. From what I've seen, it looks like players will be able to fight for some factions that might sort of... not quite... be there in the future (according to lore). Poor Castle is going to get orphaned in 3050... How will you handle the destruction of a faction in MWO?

5. Why does Mechassault exist? Why did anyone consider Mechs running over health and ammo powerups a good idea? :)

6. How are you handling Mechs losing their legs in this game?

Edited by Vechs, 24 June 2012 - 09:05 AM.


#93 CutterWolf

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Posted 24 June 2012 - 09:37 AM

Will you allow the MOL community to create custom skins/camo's that can be voted on and then have you the Dev's place those skins/camo's into the game? I created skins & camo patterns for a lot of the Mecktek meck packs for MP1 threw MP4 as I was part of their art team and Alpha & Beta tester. With the skins being voted on and then with your aproval it let us help you to create content without tieing up your team.

#94 Nairdowell

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Posted 24 June 2012 - 09:47 AM

View PostBFett, on 24 June 2012 - 08:32 AM, said:

How will jump jets function in MWO? Will there be a feature that prevents jump sniping?


If by jumpsniping you are refering to shooting while in the air, why should that be prevented? Its going to be difficult enough to control the mech during "flight" plus the heat.... so it someone can pilot, manage heat, and still hit their target, more power to them...

If you meant something else, please clarify... thanks!

#95 Remorse

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Posted 24 June 2012 - 09:56 AM

Will one be able to use pilot points in all skilltrees at any point?

If not, are pilots restricted to one skilltree(role) all the time or just need to finish the first tree before being able to start on the next?

#96 Atlai

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Posted 24 June 2012 - 10:56 AM

Will there be mechs added that do not have torso-twist? MW3 style?

#97 Idris

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Posted 24 June 2012 - 11:50 AM

1) Will skins you have unlocked be avalible for all mech's or will each mech have its own set of unique skins?

2) How will the Clan Invasion play out in game will it be PvE (Players as the Inner Sphere v AI/ Developers as the Clans), PVP Where Players have the chance to play as the Clan vs other players, or will we only experiance it as a backdrop?

3) It has been said that if we play enough we can get every skill in the game on one Mech Warrior. But What if we choose to only pilot 1 mech how far can we expect to get in the Skill Trees?

4) How will you limit the Commanders "Call Air Strike" skill or other skills that might let one Mech Warrior control the whole battle field from a safe hiden location.

#98 Felicitatem Parco

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Posted 24 June 2012 - 01:43 PM

How will you be handling the situation of people's chosen Pilot Names conflicting with the story (as in all the players naming themselves after Canon characters, or excessive use of the name "Kerensky")?

Edited by Prosperity Park, 24 June 2012 - 01:44 PM.


#99 Fresh Meat

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Posted 24 June 2012 - 01:45 PM

Will you please tell us how we observe after we are killed?

#100 Coolant

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Posted 24 June 2012 - 02:30 PM

Can you confirm whether Dropship Mode will be available during Beta C2? Open Beta? Launch?





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