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Balancing Clan Omnimechs and IS Battlemechs: The right way.


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#21 Nik Van Rhijn

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Posted 29 November 2011 - 09:16 AM

In one of the polls Clans were just over 50% - I think you may be underestimating the pull of the IS for many. We have about a year to get ready for the Clans after launch and as long as the matching system works I can't see it being a problem. Otherwise they would not have brought the time-frame forward.

#22 Wolf Hreda

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Posted 29 November 2011 - 09:37 AM

One thing I've always loved about this universe. Die hard fans of both sides who wouldn't trade sides for anything. I'm a Clanner, just the way I've always been, some love the IS and their heroic struggle to stem the tide. Loyalists are my favorite players. Foregoing an increase in capability to retain your principles. I don't think that happens anywhere else online these days.

#23 Felicitatem Parco

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Posted 29 November 2011 - 09:53 AM

Problem: Nobody can play as Clanners, as the FAQ's and Dev's said we'll be Mercenary Units hired by the Houses; we won't be playing as Clanners.

#24 Nik Van Rhijn

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Posted 29 November 2011 - 09:57 AM

That's for the start of the game when the clan's aren't present. Nothing said either way about what happens 1 year down line.

#25 Felicitatem Parco

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Posted 29 November 2011 - 10:07 AM

The game Launches in summer, 3049; The clans invade the Periphery in August, 3049.

#26 Haeso

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Posted 29 November 2011 - 10:08 AM

View PostProsperity Park, on 29 November 2011 - 10:07 AM, said:

The game Launches in summer, 3049; The clans invade the Periphery in August, 3049.

But nobody cares about the Periphery. ;)

#27 Felicitatem Parco

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Posted 29 November 2011 - 10:11 AM

Ha!




But, seriously... would Clans hire Mercs during their invasion phase?

Edited by Prosperity Park, 29 November 2011 - 10:13 AM.


#28 Reinhold

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Posted 29 November 2011 - 10:13 AM

The Exodus of IS Members will be a potential slaughter for the game for sure...

An easy way to curb this somewhat would be to enforce the actual clan structure... only a limited number of clanners are allowed to fight in the IS... make them sit at home and fight with other clanners outside the base allowed amounts to be decided by the devs as the game unfolds...

So if everyone wants to play and fight in the IS... then number restrictions on the clans only can be enforced to make that a more realistic invasion...

Just a thought...

#29 Felicitatem Parco

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Posted 29 November 2011 - 10:18 AM

So, maybe the Admins will chose the most Worthy pilots and let them play as Clanners...
OMG, HOW DO I GET A CLAN INVITE?!?!?



(heheh, joking)

Edited by Prosperity Park, 29 November 2011 - 05:06 PM.


#30 Haeso

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Posted 29 November 2011 - 10:41 AM

View PostProsperity Park, on 29 November 2011 - 10:11 AM, said:

Ha!




But, seriously... would Clans hire Mercs during their invasion phase?

From a gameplay standpoint, not enough information available on how houses or mercs will even function.

From a lore standpoint, they'd rather fall on their own sword lol.

#31 Demi-Precentor Konev

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Posted 29 November 2011 - 10:50 AM

View PostProsperity Park, on 29 November 2011 - 10:18 AM, said:

So, maybe the Admins will chose the most Worthy pilots and let them play as Clanners...


Most worthy? More like the most delusional. ;)

#32 Hunter McGee

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Posted 29 November 2011 - 12:10 PM

View PostProsperity Park, on 29 November 2011 - 10:18 AM, said:

So, maybe the Admins will chose the most Worthy pilots and let them play as Clanners...
OMG, HOW DO I GET A CLAN INVITE?!?!?



(heheh)

So what you are saying is allow the best Mechs to go to the best pilots... Hmm. Sounds balancing to me (Sarcasm there)!

#33 Melissia

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Posted 29 November 2011 - 02:21 PM

View Post[EDMW]CSN, on 28 November 2011 - 09:22 PM, said:

[snip]

So why the **** would you want an IS chassis then? No real benefits aside from being cheap. Once you stopped being a newbie, you'd always use clan chassis, because they're better in every way except money wise.

It's like saying "well, you can always get a store bought set of armor in WoW, it's suckier but at least you don't have to work as hard to get it."

Edited by Melissia, 29 November 2011 - 02:22 PM.


#34 Paladin1

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Posted 29 November 2011 - 02:22 PM

View PostCavadus, on 29 November 2011 - 09:11 AM, said:

I really don't want to see the crit system rise from the grave it belongs in. The critical slot system was meant for custom mech creation, not variant customization.

At best you'd get customization along the lines of Justin Xiang-Allard's Yen-Lo-Wang which traded the AC-10 for an AC-20 and dropped the LRM launcher.

Limited customization along those lines means a hardpoint system. Reverting to TT's crit slot system would be the biggest step backwards the Mechwarrior franchise has ever taken.


Actually, if you took the modification rules along with those critical slot rules, as they were intended to be used, then you wouldn't have a problem. You'd be able to use the system as it was intended to be used, which included individual variant customizations. Not that I expect you to admit that, you're bias in this matter is well known.

#35 Melissia

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Posted 29 November 2011 - 02:25 PM

Many refits, retrofits, upgrades, etc of quite a few IS mechs changed their critical slots around (such as a change from standard to EL engines), so it's hardly fair to say they shouldn't be allowed considering such things exist in the lore-- they were merely rather expensive, not impossible.

#36 Stormwolf

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Posted 29 November 2011 - 02:52 PM

I think that Seth maybe on to something with a thread he recently posted:

http://mwomercs.com/...-clan-factions/

It should allow the IS players to gain more advanced weapons/mechs before the Clan players start rolling in.

Just view it as the Clan invasion in MW2: Mercs, nobody whined about the AI Clan mechs back then. Everybody salvaged what they could from the battlefield to upgrade their team. Nowadays everybody's first thought is to nerf any and all strong opposition, it completely removes the challenge.

#37 Karyudo ds

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Posted 29 November 2011 - 03:17 PM

View PostDamocles, on 28 November 2011 - 09:33 PM, said:

Many of those Clan Omnis dont have any hands ;)


The ones that do have tiny tiny little hands. Not sure why they even counted. Melee would go a ways towards making Clan mechs different as their fighting style was supposed to be different yet never really felt like it in the MW games.

Either way I do think separating what can and can't be done like this makes some sense. Though I think dumping the missiles off the Catapult and putting in PPCs and still seeing MISSILE boxes is stupid. Would be nice if the model changed to reflect changes.

On the other hand if there were enough mechs I wonder if customizing them would really even be needed... but it is 3049 after all.

#38 EDMW CSN

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Posted 29 November 2011 - 06:31 PM

View PostMelissia, on 29 November 2011 - 02:21 PM, said:

So why the **** would you want an IS chassis then? No real benefits aside from being cheap. Once you stopped being a newbie, you'd always use clan chassis, because they're better in every way except money wise.

It's like saying "well, you can always get a store bought set of armor in WoW, it's suckier but at least you don't have to work as hard to get it."


Like I said a Omni mech will be heavily restricted. You cannot switch around anything inside the Omni or even change the base amount of DHS. The only things moddable on an Omni are non-locked weapons, how many DHS you can put in and electronics. Everything else is totally restricted.


If you ran out of Clan FF, that Mad Dog, Summoner and Timber Wolf are literally hangar queens since they need Clan FF armor to work with this tourney legal rules in force (barring patch work armor).

And not only that those techs that are tending to your hangar queens still need to be paid and Wolf Dragoon / Blackwell Industries certified techs are at a premium. Otherwise if you use normal techs, you can expect up to 300% the regular down time. That is exactly what happened to the Draconis Combine when they were still scratching heads on handling Clan Omnis. Attaching omni limbs are easy, but keeping complex Clan internal systems working needs more than just some elbow greasing that most IS techs are used to with IS battle mechs.


A regular IS Battlemech can be tailor fit to your own taste. You can turn an Atlas to a missile mech if you wanted to but just that modifications take time and some pocket change. Yes the price tag might end up close to a Clan mech if you want to put in an XL engine but maintenance cost wise, it ain't a pocket burner compared to Omni-mech. You don't need expensive technicians for those.

A grand daddy technician and his grand son apprentice who has being taking care of your family's Orion can make do, heck maybe a better job than most House techs.

Edited by [EDMW]CSN, 29 November 2011 - 06:35 PM.


#39 Demi-Precentor Konev

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Posted 29 November 2011 - 07:30 PM

What if they just made Clan tech 'Premium' like the Premium tanks in WoT?

#40 Melissia

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Posted 29 November 2011 - 07:40 PM

View Post[EDMW]CSN, on 29 November 2011 - 06:31 PM, said:

Like I said a Omni mech will be heavily restricted. You cannot switch around anything inside the Omni or even change the base amount of DHS.
Wow, that's an even dumber than I thought it was.

So you suggest, basically, to remove all customziation from the game?

No. And also no. Honestly, there's better ways to balance this than the idea here.

Edited by Melissia, 29 November 2011 - 07:40 PM.






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