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How will "getting a Mech" work
#41
Posted 28 December 2011 - 08:11 PM
#42
Posted 28 December 2011 - 08:37 PM
#43
Posted 28 December 2011 - 08:58 PM
ie: It's not like someone can buy an Atlas straight away - everything still needs to be "unlocked" - not sure how, mind you, could be researched, leveled to, or whatever...I just mean that certain criteria must be met before a 'Mech can be purchased with either in-game funds or real money.
What I'm trying to say is that if I want to blow a bunch of money to get an Atlas, I can't do it on day one. I would need to work up to unlock it the same way anyone would (ie: WoT "experience") but I could spend real money to purchase it (ie: WoT gold --> credits conversion)
#44
Posted 28 December 2011 - 09:54 PM
Flawless, on 28 December 2011 - 08:37 PM, said:
... and will still be able to be killed by a light marking you for a catapult's missile volley.
There is no Maus tank in MWO, everything can kill everything given time and skill.
#45
Posted 29 December 2011 - 08:06 AM
Barantor, on 28 December 2011 - 09:54 PM, said:
... and will still be able to be killed by a light marking you for a catapult's missile volley.
There is no Maus tank in MWO, everything can kill everything given time and skill.
Another very good point. It's not like "Oh, he's in an Atlas, all of my weapons will just bounce off." The way health/hit-points/armor works in Battletech, it is very possible for a few lights grouped together to absolutely murder an assault 'Mech, especially if they have fast-firing weapons to knock the Assault around, making it difficult for the pilot to aim - shaking the cockpit from SRMs, circling around to their weaker rear armor, exploiting slow torso turns and movement from heavier 'Mechs, stealth attacks with ECM/BAP/Passive Radar/Stealth-Armor/whatever, I really think that a skilled light or medium pilot will be able to wreck pretty hard. Not as easily as jump-sniping Shadowcats in MW4, for example, but definitely with precision aim and skillful piloting, all enemies will be a force to be reckoned with.
If you look at MWLL for an example, the bigger, badder units cost more credits/C-Bills and are slower, more vulnerable to air support or artillery attacks or combined attacks from smaller 'Mechs. I think the medium/heavy might be where most pilots spend most of their time - with lights and assaults as more specialist forces with specific situations where they are the best, but a cheaper more versatile 'Mech might be a better choice when going into a situation blind.
#46
Posted 29 December 2011 - 10:25 AM
Depending on how the combat system handles battle losses, a topic discussed in other threads, you might be able to pick up a heavily damaged 'mech as battle salvage and then pay the price in c-bills to refurbish it - again depending on whether the replacement components are readily available to your faction.
#47
Posted 29 December 2011 - 04:30 PM
I didn't mind purchasing what was needed to make a Shining Gundam in SDGO and I certainly won't mind spending if I can buy an original design Battlemaster or weapon upgrades instead of grinding for them (for example).
I expect there will be the usual FP2 staples such as EXP/Reputation boosts, reduction of penalties (if any), fashion (mech models, skins, characters, etc), and actual useful items (mechs, weapons, whatnot). Convenience as well (less downtime for whatever eats up your time, perhaps ease of travel between areas if any).
Everyone will probably have base access to certain mechs and the means to maintain them without paying (this is also standard practice for F2P games - default gun for FPS, etc) though it might not be as broad a selection or as easy compared to those who choose to support the game through purchases.
In the article on joystiq it was mentioned that you need to unlock a mech then you can buy it with either real cash or in-game currency. I'm just hoping going the cash route will give a few more benefits such as getting the rank faster or bypassing it like how some gun rank requirements are waived in FPS games when purchasing through cash.
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#48
Posted 06 February 2012 - 09:16 PM
#49
Posted 07 February 2012 - 02:14 PM
#50
Posted 07 February 2012 - 02:29 PM
If the devs really want to make some money they should have the unseen/reseen mechs cost real currency. If they are released and you have to pay for them they would make a killing off them. Do you know how many marauder fanatics there are out there.
#51
Posted 07 February 2012 - 02:37 PM
#52
Posted 07 February 2012 - 02:38 PM
I would buy all the Marauders, nobody but me gets them!
I'd probably be willing to go hungry a few days a week in order to get UNSEEN marauders in the game. (Not Phoenix *vomits*)
edit
Hmm, speaking of this, wonder how limited quantity mechs might work? Highest bid gets the mech, only a few per week?
I know people would complain about this, but it might be kind of cool as long as they had no true advantages over other mechs.
Edited by verybad, 07 February 2012 - 02:40 PM.
#53
Posted 07 February 2012 - 02:38 PM
*Click*
#54
Posted 07 February 2012 - 02:43 PM
I would like the starting situation described in the OP as well... having to chose from a 'Mech usually fielded by your House (or even unit)... maybe depending on how you performed during your finals ( = tutorial)... but I guess that's going to be a lot of work on the devs side.
What I'm really looking forward though are information on the whole salvaging thing. I'd like to know if you can salvage literally everything, like in MW3. But, as with many open questions, I'll have to wait until Mechwarfare month... where this issue definitely should be discussed.
#55
Posted 07 February 2012 - 02:49 PM
I don't think true salvaging (ie kill an enemy, get their mech) will happen, because if you did, logically that player (remember everyone is a real person, no AI to begin with) would LOSE their mech. As this would quickly through lots of people out the game, and make it easier to salvage a mech than to buy one (making the game hard to make money for Piranha) a pay bonus for the mission seems like the likely path they'll take
Also remember, each mission is taken for someone else (House command, most likely, so it's likely that the overall command would get that salvage rather than the mercs or house lance.
Perhaps sometimes they'll have special missions where the top players or teams might get salvage, but probably not in all games. Or if so, not whole mechs very often.
#56
Posted 07 February 2012 - 03:06 PM
I guess salvaging entire 'Mechs might be inappropriate and lead to inflationary amounts of 'Mechs in succesful units. Nevertheless, I'd like to see a more nuanced take on salvage during Mechwarfare month. Don't get me wrong, I can live with getting a nice bonus on my paycheck for being good at shooting down my opponents and would never complain about it... but I'm more the payment in kind guy
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#57
Posted 07 February 2012 - 03:10 PM
I do like salvage, but understand that real stuff (mechs, good weapons, etc) might cut into their making the game successful.
Edited by verybad, 07 February 2012 - 03:11 PM.
#58
Posted 07 February 2012 - 05:29 PM
#59
Posted 07 February 2012 - 06:15 PM
#60
Posted 07 February 2012 - 08:59 PM
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