Ask The Devs 11!
#1
Posted 20 July 2012 - 07:53 AM
#2
Posted 20 July 2012 - 07:55 AM
#3
Posted 20 July 2012 - 07:57 AM
#4
Posted 20 July 2012 - 08:01 AM
#5
Posted 20 July 2012 - 08:03 AM
In Dev Blog 3 of Role Warfare the player is described as being able to choose to take contracts or enter quick matches. Please elaborate on the differences between the two choices.
Question 2:
What will happen to ammo partially used up after each match? For example say I'm in a Centurion with an AC10 that has 1 ton worth of AC10 ammo. If I only fire 6 rounds by the end of the round, will I still have the remaining 4 rounds when I return to mech lab?
Edited by BFett, 20 July 2012 - 08:04 AM.
#6
Posted 20 July 2012 - 08:03 AM
#7
Posted 20 July 2012 - 08:05 AM
#8
Posted 20 July 2012 - 08:06 AM
#9
Posted 20 July 2012 - 08:11 AM
#10
Posted 20 July 2012 - 08:14 AM
#11
Posted 20 July 2012 - 08:16 AM
2) Anything on in-game economics... a) more specific on Faction Bonuses / faction leveling due to size, ...anything...
3) In Game Currency... what, specifically, have I purchased on faith?
#12
Posted 20 July 2012 - 08:16 AM
2) How many Urbanmechs does it take to change a lightbulb?
#13
Posted 20 July 2012 - 08:29 AM
Will travel time have an impact in game? Being a merc will I have to do lots of traveling to fullfill contracts. Are contracts for extended periods? "Watch over this planet for the next two months." Might be tedious compared to "We need you to strike this facility and thwart this House's industrial capability."
Edited by Rhyshaelkan, 20 July 2012 - 10:13 AM.
#14
Posted 20 July 2012 - 08:32 AM
#15
Posted 20 July 2012 - 08:38 AM
More precisely:
1. Does your choice of mech place you in a lobby where your chassis/role is needed?
2. Does everyone choose their chassis once two full teams of 12 v 12 have been matched up?
3. Do you have to coordinate with your teammates before hand on who fills what role?
4. A combination of some of the previous methods and at the same time entirely different?
Edited by Buso Senshi Zelazny, 20 July 2012 - 08:42 AM.
#16
Posted 20 July 2012 - 08:49 AM
#17
Posted 20 July 2012 - 09:11 AM
WOT has it's BIG map game and it's a good idea, but implementation seems to be difficult because Europe only breaks up into so many parts before things get too small.
i have looked around a bit for comments on the way the BIG map will work here, and found very little.
i understand and agree that this is not a high priority at this time.
is there a place in the forums where i can look over your shoulder at what you are thinking of about how the BIG map part of the game will work?
not meaning a place to get absolute and hard facts of how it will be implemented, but ideas that may or may not work, things that may be completely abandoned and things being considered and ideas tossed around.
hhmmm. that does sound a bit intrusive, how about just a forum title with a sticky where we can look at how the discussion is going anytime you decide to throw us a bone.
#18
Posted 20 July 2012 - 09:20 AM
BattleMech Efficiencies
this is the basic layout of the tree for any of the ’Mechs or variants that we launch with (or when we initially introduce the base model and chassis of any brand new ’Mech). Players need to spend XP to unlock all of the upgrades on each tier in order to be able to access the next tier. The jump jet related upgrades on tier 4 would be removed for any ’Mech that doesn’t have jump jets. In order to access Elite I, the player needs to not only unlock all upgrades on tiers 1-4 of this model, but they have to do the same for every initial variant. After they access and spend XP to unlock Elite I, tier 5 is then accessible for all initial variants. Elite II is accessed in a manner similar to Elite I. The player must have unlocked tier 8 on each of the initial variants.
Does that mean that a pilot is forced to buy and play every different chassis of a mech to be able to fully upgrade his preferred chassis?
Edited by Cheveyo, 20 July 2012 - 09:32 AM.
#19
Posted 20 July 2012 - 09:22 AM
#20
Posted 20 July 2012 - 09:25 AM
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