Jump to content

Future concerns for Clan Players


21 replies to this topic

#21 geck0 icaza

    Member

  • PipPipPipPipPipPipPip
  • 506 posts
  • LocationCA

Posted 22 January 2012 - 12:23 PM

View PostThorn Hallis, on 22 January 2012 - 11:07 AM, said:

And XL engines still are more vulnerable, as one destroyed critical slot of the engine shuts the reactor down (again, unless it wasn't changed in the rules).



They are MORE vunerable by virtue of the fact there are more slots to hit. Actually it takes three engine hits to kill a mech. Thus by having 2 on each side torso, taking out just one side wont be enough (though we won't be too happy anyways). But this is just TT rules. Whether or not they apply them as is or find a way to replicate they balance in a different way is yet to be known.

#22 Fiachdubh

    Member

  • PipPipPipPipPipPipPip
  • 971 posts
  • LocationSkulking out along the Periphery somewhere.

Posted 24 January 2012 - 05:47 PM

View PostNaduk, on 20 January 2012 - 08:05 PM, said:

i would like to see joining the clan factions be alot more dynamic upon their launch
you should need to perform well enough against them to make them notice and consider you as a bondsman
(reads have a choice in game to convert your character)

but you would lose all your previous ties even if your the owner of a merc unit ect
then you would start a fresh in the clans (with perhaps the exception of purchased content)
because really even the most experienced warrior in the IS is considered noob by clan standards


Been thinking along these lines aswell. Would like to see everyone have time to get into playing with their character and unit before the invasion comes and then if they want to go Clan they have to work at it and make it so you really have to put in a good fight to be taken as a bondsman not just walk up and sit there until killed. Going clan would also mean different mechs so any mech specific skill earned would be useless for a while and previous mechs would also be inaccessable for a while, maybe get some back everytime a bondcord removed by performing well.

The original model for gaining force powers in Star Wars Galaxies springs to mind. There were rumours but no one really knew exactly how you unlocked the opertunity to persue the force (was also some random variables I think) so you just got on with your game and then it really was speciall if you started showing signs of force sensitivity.
The moment they made force powers available at character creation was the beginning of the end, at least for my subscription and many others.

Edited by Fiachdubh, 24 January 2012 - 05:50 PM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users