#21
Posted 04 January 2012 - 10:58 AM
#22
Posted 04 January 2012 - 11:00 AM
Those modules are interesting, but that is about next Dev Blog.
P.S. Give us the leg at least on Q&A picture, or hand.
#23
Posted 04 January 2012 - 11:01 AM
John Clavell, on 04 January 2012 - 10:46 AM, said:
Well, according to Sarna, the C3 network "shares targetting data". In a real time, non-dice roll game, of course you can't represent that by a targetting modifier. However, the C3 network, because it shares targetting data, would allow you to get a target lock on enemies that you otherwise could not. In addition, remember that C3 networks let mechs with indirect fire weapons make those shots as if they had LOS to the mech (so long as an ally equipped with C3 can see that mech). So this is still quite a good translation of the TT rules for C3 into real time.
Quote
That's how it was done in MW:LL. Each C3 equpped mech had a circle that emminated from them. If any other C3 equpped mech was in that circle and could also target an enemy, then any other C3 equpped mech would acquire that targetting data as well. You could potentiall target enemies on the exact other side of the map if you had your C3 network just so.
#24
Posted 04 January 2012 - 11:02 AM
#25
Posted 04 January 2012 - 11:03 AM
#26
Posted 04 January 2012 - 11:04 AM
Orzorn, on 04 January 2012 - 11:01 AM, said:
The problem is that there was a trade off for gaining that ability. You had to invest the 1 ton/1 critical into having a C3 slave, and someone else had to invest in the C3 Master, which was... 5 tons? Something like that?
#27
Posted 04 January 2012 - 11:06 AM
Edited by Glorius, 04 January 2012 - 11:09 AM.
#28
Posted 04 January 2012 - 11:09 AM
#29
Posted 04 January 2012 - 11:09 AM
I can't wait to load up a light fast mech with all the jammers possible and go cause some mayhem!
#30
Posted 04 January 2012 - 11:12 AM
Edited by Glorius, 04 January 2012 - 11:16 AM.
#31
Posted 04 January 2012 - 11:14 AM
Dihm, on 04 January 2012 - 11:04 AM, said:
Yes, the C3 master is 5 tons and takes 1 critical.
This is why I'm interested in how the module system will work. Since it doesn't seem to take "slots" (they most likely mean critical slots) and tonnage, then can we destroy these systems? What kind of disadvantage would there to using them?
#32
Posted 04 January 2012 - 11:15 AM
It may present more customizable Mechs, but it sounds too much like an (Eve Online Concept)
I have been a fan of MW since the SNES Game Platform Version.
One thing people took to heart was spending long periods of time, planning and scheming
out the best possible set up for their current weight limit Mech. I remember I could
customzie some Small Mechs to be as deadly as a 85-Ton Mech, or Vice Versa, I could
make some 85-100-Ton Mechs Very Manuverable and still capable of dealing out a large
amount of DPS without reaching Heat Sink Mass Critical.
I hope that they still make it to where you have class/module/weapon limitations,
while still allowing the player to completely strip down a mech and build it from
the ground up. Maybe even give it a custom color/paint/logo scheme.
Also I'd like to see Drop Ships, and Jump Ships have a large role in the game.
Not just background Cosmetic. Make the Ultimate Goal of an existing Clan, or
a fabricated Clan to have a Jump Ship with 4-Drop Ships. Make the Jump Ships
capable of traveling all over the Galaxy/Game Environment, make both Drop Ship, and
Jump Ship Buildable and Destructable on planets and in Space. So as to allow battles like
the rare one encountered in the MW2- Ghost Bears Legacy that had a small scale space battle.
The same concept blew away even avid Halo Players on the game Reach, where they could finally
fight in a Space Environment.
#33
Posted 04 January 2012 - 11:19 AM
#35
Posted 04 January 2012 - 11:30 AM
#36
Posted 04 January 2012 - 11:33 AM
Orzorn, on 04 January 2012 - 11:27 AM, said:
Magnetic anomaly detector I assume he is referring to.
Quote
Edit: No clue what happened with the formatting there!
Edited by Dihm, 04 January 2012 - 11:37 AM.
#37
Posted 04 January 2012 - 11:34 AM
It sounds interesting and im looking forward to test it on the battlefield.
#38
Posted 04 January 2012 - 11:36 AM
If these are beta ready concepts I expect that by march maybe May we may be playing this excellent game at least in a beta formal (I think the devs know what happens to studios that make a failwarrior title.)
Looking good.
To recap
YOU REAP WHAT YOU SOW! -ominous lightning and thunder!-
Also punishment may or may bot be in the form of a million My Little Pony painted miniatures spam mailed to the devs.
#40
Posted 04 January 2012 - 11:37 AM
But appart from that looking forward to it an see their being a few problems maybe but know comstar will get this right ballance whise.
Edited by Evernigh, 04 January 2012 - 11:38 AM.
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