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Heres my idea for Clan mech integration into the game.


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#1 Ciypherr

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Posted 12 July 2012 - 03:42 PM

Was thinking about this for a while but maybe an interesting way to do it depending how many devs play the game and could bring in more people to implement this but classed in the lone wolves system where they fill slots in matches. where the player who kills the lone wolf piloting the clan mech of what ever type goes on to gain it from them then it works the player who killed the lone wolf then goes on to play other matches like an infection system, and they dont own it they gain the ability to buy it kind of thing. this is for when the clan invasion is in full swing of course not influencing the invasion we still fight the clans and they are implemented as factions for players.

#2 SkyRatler

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Posted 12 July 2012 - 03:58 PM

Nice Idea, This could work.

#3 Lightdragon

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Posted 12 July 2012 - 04:10 PM

please... no more god aweful ideas about the ******* clans enjoy playing your is mechs and shut up about them

#4 Chillybill

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Posted 12 July 2012 - 04:16 PM

well it could be done where when you enter a battle you pick if you want to be a bad guy (clan) or not, like Armed Assault (ArmA) or it could be like Americas Army, where you are always American when you enter the game you have no choice your American Army and you see your team in the same uniform, except when you look at the enemy they are dressed different but when your enemy looks at you they see a bad guy, you always face enemy weapons, but so do they lol

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 Celldoor

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Posted 12 July 2012 - 04:26 PM

so many ride the clan horse into the ground... they have gotten noway close to clans yet, so many other projects in front of that.

#6 Ciypherr

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Posted 14 July 2012 - 10:48 AM

Then don't read lol why are you reading if it annoys you my god I can speak about it if I want it something that's coming up at some point anyway so will talk about it lol

#7 Eagle Bear

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Posted 14 July 2012 - 12:27 PM

go Clan!!!

#8 Lightdragon

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Posted 14 July 2012 - 01:26 PM

why cant you just enjoy playing as a house or merc unit and appreciate the game for what it is... mech crushing action

#9 PANZERBUNNY

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Posted 14 July 2012 - 04:15 PM

Hopefully we'll have 20-24 different IS mechs for when Clan launch in the future, with probably 8. (Expect lots of whines when that happens.)

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 Xandralkus

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Posted 14 July 2012 - 10:24 PM

Clan tech is generally superior to IS tech in terms of firepower, which represents a rather troubling issue in terms of gameplay. MWO is already going to be free from tonnage 'leveling' (a damn smart move). There is NO reason whatsoever to require players to 'level' up to more expensive clan tech, just to get an extra edge over inner sphere equipment.

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 Damascas

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Posted 14 July 2012 - 11:00 PM

View PostXandralkus, on 14 July 2012 - 10:24 PM, said:

Clan tech is generally superior to IS tech in terms of firepower, which represents a rather troubling issue in terms of gameplay. MWO is already going to be free from tonnage 'leveling' (a damn smart move). There is NO reason whatsoever to require players to 'level' up to more expensive clan tech, just to get an extra edge over inner sphere equipment.

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.

#12 Aesaar

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Posted 14 July 2012 - 11:31 PM

View PostLightdragon, on 14 July 2012 - 01:26 PM, said:

why cant you just enjoy playing as a house or merc unit and appreciate the game for what it is... mech crushing action

One doesn't preclude the other.

#13 Xune

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Posted 15 July 2012 - 02:48 PM

View PostDamascas, on 14 July 2012 - 11:00 PM, said:


Or just have matches be 10 v. 12, 1 binary vs. 1 company.



10 V 12 isent going to cut it. BV or 6 V12

#14 Holywar

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Posted 15 July 2012 - 05:38 PM

I only like clan because I liked the Madcat, which was my personal favorite mech from M4, but they are definitely not balanced compared to the inner shere, so I don't see how they could be introduced without making some kind of lame mechanic.

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 Argon3

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Posted 15 July 2012 - 05:57 PM

The person the does the most damage to it should get the mech/salvage
Otherwise 4 mechs willl be cicrleing the clanner waiting to get the kill shot in after the others take it down close

#16 CutterWolf

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Posted 15 July 2012 - 07:33 PM

Bad pain of action all the way around. It setups up a HUGE abuse issue by teams as team mates would just let other team mates kill them to get it. Or everyone would just bum rush the clan mech trying to get the salvage either way its a bad idea.

#17 CCC Dober

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Posted 15 July 2012 - 10:58 PM

As for the Clans there seems to be an obvious issue with Role Warfare. You know, the average IS lance includes a commander and a scout, where the former is supposed to lead the battle and use off-map assets (strafing runs, artillery etc.) while the latter marks targets for fire support. Now if you look at the Clans, their doctrine doesn't allow so much for off-map assets or indirect fire due to the restrictions of Zellbrigen. All of a sudden, two out of four roles are suddenly less viable. It also doesn't help that the Clans are using Elementals, much more advanced technology and have a different unit organisation.

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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