Heres my idea for Clan mech integration into the game.
#1
Posted 12 July 2012 - 03:42 PM
#2
Posted 12 July 2012 - 03:58 PM
#3
Posted 12 July 2012 - 04:10 PM
#4
Posted 12 July 2012 - 04:16 PM
I kind of like the idea that people will be able to join where they want to join and even change later, so I can be a lone wolf and change to merc and later defect to clan and then back to a house if I like, but woul;dn't have a clue about clan mecks bought if you went back and joined a house in the IS
dunno just bouncing ideas
#5
Posted 12 July 2012 - 04:26 PM
#6
Posted 14 July 2012 - 10:48 AM
#7
Posted 14 July 2012 - 12:27 PM
#8
Posted 14 July 2012 - 01:26 PM
#9
Posted 14 July 2012 - 04:15 PM
We won't even have a working conquest feature at launch. Even when that launches it will need months of work to make it awesome for the clan invasion.
#10
Posted 14 July 2012 - 10:24 PM
What is smart is having clan tech fulfill slightly different roles, but remain equally useful when compared to IS tech. Maybe not accurate lore-wise, but after all, this is a game. What is good game design and what is historically accurate are not always the same. Since they're making a mechwarrior game and not a battletech universe documentary, I would say that game design comes first.
Having clan weapons lighter than IS-counterparts is viable, assuming the clan versions do less DPS and/or generate more heat. For the clan weapons that do greater damage, they should probably weigh more - or generate massive amounts of heat.
Clan chassis are regarded as more powerful...but more powerful is not necessarily better. There's no reason why clan mechs cannot lean more toward glass cannons, so long as the overall utility offered by a clan chassis is equal to an IS chassis.
Don't screw this up, Pirahna. Clan should not be OP, and the cost of the chassis and weapons alone is not a balancing factor. Don't make the game pay-to-win...with real currency OR in-game currency.
Edited by Xandralkus, 14 July 2012 - 10:26 PM.
#11
Posted 14 July 2012 - 11:00 PM
Xandralkus, on 14 July 2012 - 10:24 PM, said:
What is smart is having clan tech fulfill slightly different roles, but remain equally useful when compared to IS tech. Maybe not accurate lore-wise, but after all, this is a game. What is good game design and what is historically accurate are not always the same. Since they're making a mechwarrior game and not a battletech universe documentary, I would say that game design comes first.
Having clan weapons lighter than IS-counterparts is viable, assuming the clan versions do less DPS and/or generate more heat. For the clan weapons that do greater damage, they should probably weigh more - or generate massive amounts of heat.
Clan chassis are regarded as more powerful...but more powerful is not necessarily better. There's no reason why clan mechs cannot lean more toward glass cannons, so long as the overall utility offered by a clan chassis is equal to an IS chassis.
Don't screw this up, Pirahna. Clan should not be OP, and the cost of the chassis and weapons alone is not a balancing factor. Don't make the game pay-to-win...with real currency OR in-game currency.
Or just have matches be 10 v. 12, 1 binary vs. 1 company.
#14
Posted 15 July 2012 - 05:38 PM
If clan mechs ever made it into the game, they would need to be severly gimped, which would be against canon.
if you made them weigh more than their actual weight for team matches, that would just annoy people because everyone would bring super heavy clan mechs and you could never get a game started.
If you introduce limiting mechanics as suggested above, then the whole meta game would turn into a race to get your hands on the clan slot on your team.
There is so many reasons it wouldn't work. The only way i can see clan even as an option, is to make a separate lobby where clans can fight, or for invasion style game types where innersphere players have inferior mechs as in cannon, but some kind of great tactical advantage that enables them to fight clan in a pvp balanced way. Both are kind of lame.
Inner Sphere has dozens of mechs in canon, and no reason that Pirhana games can't just invent some more in case more are required for varieties sake.
#15
Posted 15 July 2012 - 05:57 PM
Otherwise 4 mechs willl be cicrleing the clanner waiting to get the kill shot in after the others take it down close
#16
Posted 15 July 2012 - 07:33 PM
#17
Posted 15 July 2012 - 10:58 PM
Trying to shoehorn the Clans into the current pillars won't do them justice (Role Warfare especially). The main differences between the Clans and the IS appear to be technology, rules of engagement (duels vs total warfare) and the value system (honor vs c-bills). In order to reflect these differences, the current pillars might have to be modified, expanded or supplemented with a/several new one/s. On first glance it could break down to Technology Pillar and Culture Pillar, in order to sum up the differences and keep it simple. As an added benefit, this might prove useful to differentiate the warring IS and Clan factions a bit more, rather than just throwing them all together and split them into 'good guys' and 'bad guys'. Just an idea.
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