Not sure if this has been asked, so here goes ...
These MWO modules, will an MWO pilot be able to create his/her own modules or will these modules be only selectable from a list as the pilot qualifies for them?
6
Dev2: Modules. Lets hear it.
Started by Mchawkeye, Jan 04 2012 11:48 AM
86 replies to this topic
#81
Posted 05 January 2012 - 10:57 AM
#82
Posted 05 January 2012 - 11:02 AM
I think that what we are getting here with their "levels of customisation" is software additions to enhance areas of the mechs electronic performance. This is separate from but complimentary to, additional gardware such as BAP, Guardian etc IMO. It will be interesting to see how these plugins work for the other areas.
#83
Posted 05 January 2012 - 11:02 AM
Bryan Ekman, on 04 January 2012 - 02:00 PM, said:
While I don't like being called a weasel, call me mad then. Because I wrote the blog with contributions from two others.
Modules are a new layer that sits on TOP of the existing BT rules. All of the familiar tonnage rules still exist and need to be managed, so fear not.
Modules are a new layer that sits on TOP of the existing BT rules. All of the familiar tonnage rules still exist and need to be managed, so fear not.
I'm sorry you got called a civet. - That's bad
But we got additional information - That's good
But Mason had to implement flood control to stop the info leak - That's bad
Now we know slot/tonnage is still in - That's good
Our next Info update will now be a picture of a bag of weasel coffee- that's bad.
Matt Newman will unknowingly drink said coffee and multiple pics will leak onto the forum - that's good.
#84
Posted 05 January 2012 - 11:40 AM
I'm interested to see modules in practice. They sound intriguing and cool on paper but in practice I question their true influence on battles as a whole.
#85
Posted 05 January 2012 - 12:22 PM
Stormwolf, on 04 January 2012 - 12:16 PM, said:
I think that the modules are strictly add-ons for the cockpit, this is information warfare afterall.
Those modules would enhance existing equipment like ECM, BAP or C3. It would also give your teammates extra options for things like indirect fire.
This could ofcourse lead to many other possiblities:
- NARC would only work for people who fired it, installing a NARC module would allow your mech to do the same if you are on the same team.
- Some modules could upgrade AMS functionality (hit more missiles).
- Targeting computers might need a module to increase efficiency (the more expensive modules would have better targeting)
- ECM modules could have ghost targets if you get the right module (let's face it, we don't have a piloting skill modifier here)
- The same would go for ECCM.
- BAP upgrades will allow you detect enemies more easily, extra upgrades could allow for tapping their communications
- Clan cockpits might have enhancements for EI (better linkup, less craziness)
- A sceen module that plugs into recon cameras
- A special controller for Sattelite Uplinks
Just my two cents.
Those modules would enhance existing equipment like ECM, BAP or C3. It would also give your teammates extra options for things like indirect fire.
This could ofcourse lead to many other possiblities:
- NARC would only work for people who fired it, installing a NARC module would allow your mech to do the same if you are on the same team.
- Some modules could upgrade AMS functionality (hit more missiles).
- Targeting computers might need a module to increase efficiency (the more expensive modules would have better targeting)
- ECM modules could have ghost targets if you get the right module (let's face it, we don't have a piloting skill modifier here)
- The same would go for ECCM.
- BAP upgrades will allow you detect enemies more easily, extra upgrades could allow for tapping their communications
- Clan cockpits might have enhancements for EI (better linkup, less craziness)
- A sceen module that plugs into recon cameras
- A special controller for Sattelite Uplinks
Just my two cents.
I[color=#222222]’m with you, the context being "information warfare", i believe the modules specifically relate only to how the devs intended to handle the mechanics of "information warfare" and does not apply to how mechs will be outfitted with armor, weapons, heat management systems, engines etc. Electronic circuit boards don’t weight that much anyways especially in the 30th century[/color]
#86
Posted 05 January 2012 - 12:38 PM
Ulric Kell, on 05 January 2012 - 11:40 AM, said:
I'm interested to see modules in practice. They sound intriguing and cool on paper but in practice I question their true influence on battles as a whole.
Pretty sure they will have a massive influence; information warfare (as seen in dev post 2) is obviously an important pillar of gameplay; anything that gives you even a slight advantage or takes the enemies away, is going to be important and useful.
#87
Posted 06 January 2012 - 10:51 PM
Bryan Ekman, on 04 January 2012 - 02:00 PM, said:
While I don't like being called a weasel, call me mad then. Because I wrote the blog with contributions from two others.
Roger that. Mad Weasel. Callsign confirmed. Over.
Cause yeah, that's probably going to stick around the office.
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users