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Developer Q&A 3 - Information Warfare
#41
Posted 18 January 2012 - 11:51 AM
#42
Posted 18 January 2012 - 11:54 AM
Kaemon, on 18 January 2012 - 11:26 AM, said:
![;)](https://static.mwomercs.com/forums/public/style_emoticons/default/smile.png)
multiple commanders would be ok if there is a Chain of Command, and not 4 commanders per lance telling each other what to do (then contradicting the same order with their own orders).
if more than one commander per lance, LP or some other determining factor may need to happen.
/there can be only one (per lance).
Ya, I assume thats why the in-game ranks will actually mean something. Also, having an XO in each lance might be a good idea in case you fail to protect your CO
![:lol:](https://static.mwomercs.com/forums/public/style_emoticons/default/smile.png)
#43
Posted 18 January 2012 - 11:56 AM
TheRulesLawyer, on 18 January 2012 - 11:01 AM, said:
All it takes is a repair cost modifier and you'll see most people shying away from out of faction mechs. Now if its just the purchase cost that is different, that's hardly a barrier.
I didn't think of that - but that would be a good and fairly realistic way to handle things
#44
Posted 18 January 2012 - 12:00 PM
![:huh:](https://static.mwomercs.com/forums/public/style_emoticons/default/blink.png)
![:lol:](https://static.mwomercs.com/forums/public/style_emoticons/default/wub.png)
![;)](https://static.mwomercs.com/forums/public/style_emoticons/default/laugh.png)
Edited by KingCobra, 18 January 2012 - 12:01 PM.
#45
Posted 18 January 2012 - 12:04 PM
Kaemon, on 18 January 2012 - 11:44 AM, said:
If you don't want to command, probably not training that skill or having command modules would fix that, eh?
Or I suppose you could not do it, that'll probably be an option as well (I know in pub I'll pass the torch as often as possible).
as i said before, you get more infos on the battlegrid, that alone might be good enough to spend xp in that skill and beeing able see that info you might need that module as well...
depending on what info you get through that skill it is tempting for me to invest in that skill, but i still don`t want to play a commander role.
simply not doing it depends, if the devs give you that choice at the beginning of the match.
#47
Posted 18 January 2012 - 12:17 PM
LakeDaemon, on 18 January 2012 - 10:46 AM, said:
Ok so if all mechs can use all modules, whats the point of using a raven again?
They can easily solve that by giving bonuses and reduced penalties to Raven for using ECM-type modules, for example.
I think they should follow Eve example in that regard, all ships can equip all modules but certain ships are better at it than others and it works. Or they are already following it right now.
#48
Posted 18 January 2012 - 12:22 PM
#49
Posted 18 January 2012 - 12:47 PM
Quote
![:lol:](https://static.mwomercs.com/forums/public/style_emoticons/default/wink.png)
Is next weeks special treat an invite to alpha testing.. ???
![:huh:](https://static.mwomercs.com/forums/public/style_emoticons/default/wink.png)
OK.. a real question though..
Three module trees.. will modules "build" on each other. I.E. improved ranks.. so I have a slot I use for night vision.. but I have a level 3 night vision.. does that use one slot or three..?
Overall the module system, sounds a bit like the specialist tree or talent trees in WoW (I know nothing LIKE WoW, but in context similar) but instead of being in a bar at the bottom of the screen they are implemented into the Mechs.
Frantic Pryde, on 18 January 2012 - 11:54 AM, said:
Ya, I assume thats why the in-game ranks will actually mean something. Also, having an XO in each lance might be a good idea in case you fail to protect your CO
![;)](https://static.mwomercs.com/forums/public/style_emoticons/default/smile.png)
I'm thinking it could be similar to WoW (Again nothing LIKE WoW.. but in context similar), before dropping team would determine the commander, whose using range weapons, and who is scouting... so everyone can be fit out properly.
I.E. One guy has spent more energy getting a good collection of command modules, but while you have good command modules, for this drop your going to be a range specialist, so you want to drop with more of your missile and range related modules on your mech. Again comparable to a Druid in Wow that can be heal or feral. But before you go into an instance you have to choose which set of skills to use.
Hate comparing using WoW comparisons.. but Wow didn't get where it was by having bad game mechanics.. Also if MW:O is to succeed then it has to be comfortable for noobs to play, and not just MW nerds.
Kaemon, on 18 January 2012 - 11:44 AM, said:
I KNOWwwwww !!!!!!!!!! (Said in a rather loud.. slightly effeminate Scottish accent)
Edited by Chuckie, 18 January 2012 - 01:07 PM.
#50
Posted 18 January 2012 - 01:10 PM
THIS is how a MechWarrior game should be! Not just MECH Warfare. Not just ROLE Warfare. But INFO Warfare (cause knowledge is powa!)
Thanks to Obama, all we have is CLASS Warfare. *rimshot*
THANK YOU! I'll be here all night!
#51
Posted 18 January 2012 - 01:19 PM
#52
Posted 18 January 2012 - 01:20 PM
#54
Posted 18 January 2012 - 01:39 PM
#55
Posted 18 January 2012 - 01:58 PM
thought you guys were going to make it where lights were useful... boooooooooooo
rant over.
#56
Posted 18 January 2012 - 02:33 PM
Cattra Kell, on 18 January 2012 - 01:26 PM, said:
![;)](https://static.mwomercs.com/forums/public/style_emoticons/default/wink.png)
Saw that on the FB page. TrollMaster Paul keeps it coming. First we were to learn on todays info unveiling, now its pushed to the Podcast. Let me guess, you're going to wait till the end to reveal it?
![:lol:](https://static.mwomercs.com/forums/public/style_emoticons/default/wink.png)
On the other hand , it was kinda a fail Troll for once. "Oh no....gee... I HAVE to listen to NGNG. Welll... I guess so...." As if it hasn't been highly entertaining already. Great job on the podcast guys.
Aegis Kleais™, on 18 January 2012 - 01:46 PM, said:
My thoughts exactly. The modules are still being tested, and I really don't see them supplanting a light mechs scouting role. Especially the Ravens.
I'm looking at these modules kinda like a Perk system in other games (Shoot me for the comparison and using the P word) I see them as optional slight modifications of the already existing systems. Not to supplant hardware that's taking up tonnage and crit spaces.
Edited by Helmer, 18 January 2012 - 02:35 PM.
#57
Posted 18 January 2012 - 02:37 PM
#58
Posted 18 January 2012 - 03:41 PM
#59
Posted 18 January 2012 - 03:54 PM
#60
Posted 18 January 2012 - 05:11 PM
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