Developer Q&A 2 - Community Warfare
#21
Posted 21 December 2011 - 12:02 PM
#22
Posted 21 December 2011 - 12:04 PM
Quote
Was hoping for a hard lock on faction/corp size for an answer on this, incentives don't always work and skew gameplay on occasion.
It's not popular I know, but either is a game where there's no competition because most of the peeps are running together.
Free Matt Newman.
#23
Posted 21 December 2011 - 12:09 PM
#24
Posted 21 December 2011 - 12:11 PM
#25
Posted 21 December 2011 - 12:25 PM
Dihm, on 21 December 2011 - 12:11 PM, said:
Got to be performance based, if we can show that 12x12 has no issues, hopefully they let us try some 16x16 and inch our way up.
#26
Posted 21 December 2011 - 12:28 PM
Kaemon, on 21 December 2011 - 12:25 PM, said:
Got to be performance based, if we can show that 12x12 has no issues, hopefully they let us try some 16x16 and inch our way up.
Trouble is they have to be trying to keep the system requirements low. Higher the mech count, the higher the system requirements. It'd be nice if they allowed then for people with the PC's to handle it.
#27
Posted 21 December 2011 - 12:43 PM
TheRulesLawyer, on 21 December 2011 - 12:28 PM, said:
Trouble is they have to be trying to keep the system requirements low. Higher the mech count, the higher the system requirements. It'd be nice if they allowed then for people with the PC's to handle it.
They chose a big fat sexy engine for MWO. There will be many computer purchases made for this game, but I bet that in 5 years when our computers are buffer we can handle 24 plus...
#28
Posted 21 December 2011 - 12:44 PM
Ahhh well, such is life!
I am totally digging company on company sized matches though; assuming its possible with server load and blah blah blah.
Edited by Mason Grimm, 21 December 2011 - 12:45 PM.
#29
Posted 21 December 2011 - 12:46 PM
InnerSphereNews, on 21 December 2011 - 10:21 AM, said:
They come bearing gifts.
Hopefully the MXP (mech) and PXP (pilot) aren't too substantial of perks and rather subtle. Despite ELO style matching, older characters would dominate newer ones if equally talented players were behind them. They also tend to incite "rush" style playing more commonly seen in MMORPG games.
#30
Posted 21 December 2011 - 01:05 PM
Sirisian, on 21 December 2011 - 12:09 PM, said:
I've seen a lot of high player games turn into just a mess in many games. 12x12 is enough for company vrs company, so I'm plenty happy with that. I'd far rather play a low lag, high quality game with organized teams than a bunch of disorganized players charging into walls of fire and gettign slaughtered or watching mechs transform 50 yards (with the inevitable few players using lag to enhance their effectiveness like happened in MW3). Organizing large teams is like herding cats.
This is about the size of a game I was expecting, and I'm happy with that.
Edited by verybad, 21 December 2011 - 01:09 PM.
#31
Posted 21 December 2011 - 01:33 PM
#32
Posted 21 December 2011 - 01:51 PM
#33
Posted 21 December 2011 - 01:57 PM
Got a small gaming group of 4 people. Was hoping to hear that we would be able to form a small merc corp together like Carlyle's commandos ... 4 mechs
#34
Posted 21 December 2011 - 02:18 PM
#35
Posted 21 December 2011 - 02:21 PM
#36
Posted 21 December 2011 - 02:30 PM
[MATT C] For launch Merc contracts will be computer controlled eventually if desirable these could be opened up to the player base.
[PAUL] Your Merc Corp HQ is fitted with a virtual bulletin board that displays available contracts. These contracts, as Matt has said, will be computer/game generated depending on what’s happening in the InnerSphere.
oooooo... a conformation on mercenary bases? Fun Fun....
#37
Posted 21 December 2011 - 02:35 PM
#38
Posted 21 December 2011 - 02:35 PM
#40
Posted 21 December 2011 - 03:01 PM
3 user(s) are reading this topic
0 members, 3 guests, 0 anonymous users