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Dev Blog 3 - Role Warfare

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#81 Orzorn

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Posted 01 February 2012 - 08:31 PM

View Poststatler, on 01 February 2012 - 07:55 PM, said:

if the call in support bit refers to anything like an airstrike or satellite laser god, or w/e, ima be very sad uninstalling this B) MW does not stand for modern warfare.

Yes, because Modern Warfare invented air support and satellites...

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also, i am still very very worried about mech trees and player trees actually adding advantages that are not trade offs. for instance if any of the mech tree things actually help the mech, like slightly better heat dissipation or slightly lighter armor or w/e..... that doesnt make any sense because a mech warrior is not a better engineer than the factory designers. also, it just plain sucks in my opinion that playing a mech longer makes the mech better. i dont want even a slight advantage because i play a lot. well...that might not be a problem now.... :P

The way I see it is that the mech is tweaked ever so slightly by yourself and the mechanics/engineers that you have work on your mechs every now and again. I also recall hearing that mech's computers actually learn, meaning an older mech has more "experience" than a newer mech, because its learned and changed its operating conditions to best suite what is required of it.

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the more i hear about this, the more i think they are getting too creative for the games good :lol: if you say i dont have the detail, why havent we gotten any real examples? and even with none, how can at least a few of these concerns not be true?

They can be legitimate, but try not to overblow or overthink them. This game isn't instantly going to become Modern Warfare or some garbage like that, but the concerns over certain aspects ARE legitimate. Just try not to fear monger and instead think of solutions to any apparently issues.

#82 Atlas3060

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Posted 01 February 2012 - 08:35 PM

View PostOrzorn, on 01 February 2012 - 03:34 PM, said:

Battlemaster?

That's a funny way of saying Urbanmech.

Hold on the translator is mixing things up.

Ah I see you meant Victor. B)

#83 Krey

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Posted 01 February 2012 - 10:48 PM

So... What's to stop people from using Vent / TS to get around all communication issues? This sounds exactly like the way Chrome Hounds was set up, which would have been ruined by the Xbox Party system.

#84 rollermint

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Posted 01 February 2012 - 11:01 PM

View PostKrey, on 01 February 2012 - 10:48 PM, said:

So... What's to stop people from using Vent / TS to get around all communication issues? This sounds exactly like the way Chrome Hounds was set up, which would have been ruined by the Xbox Party system.


By communication, they are referring to LOS/radar, not verbal communication.
You don't need Vent anyway to relate enemy positions to allies (you can still use ingame-chat) but it'll still be pointless because you still cannot call in indirect LRM fire support on enemy mechs from your friendly catapults, can you?

#85 Harrow

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Posted 01 February 2012 - 11:06 PM

Lookin good MW:O, lookin good...

#86 Elizander

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Posted 01 February 2012 - 11:42 PM

They already said a team with good coordination and reflexes won't need the standard setup (I think). I'm more inclined to believe that the system will make scouts and such useful instead of making a lance of four assault ace pilots useless.

If your scout is stupid he's just gonna get blown out of the game in the first 2 minutes anyway.

Edited by Elizander, 01 February 2012 - 11:43 PM.


#87 Draco Argentum

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Posted 02 February 2012 - 12:33 AM

View PostTheRulesLawyer, on 01 February 2012 - 10:16 AM, said:

Okay. So a little more detailed- It looks like you will have to level many different mechs in order to level your pilot. Pilot points are only generated at branches. The more branches, the more pilot points. Since mechs will have a limited number of branches, that means you'll be in a whole lot of them. Also it might mean its quicker to level your pilot by playing a whole lot of mechs shallowly since typically you level much faster early in trees.


This is the first thing I thought of.

The second issue is the thing where you need four pilots, one per role. It'd be pretty annoying to have to create one account per role so I hope PGI has a better plan than that.

#88 Corsair114

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Posted 02 February 2012 - 02:31 AM

View PostDraco Argentum, on 02 February 2012 - 12:33 AM, said:


This is the first thing I thought of.

The second issue is the thing where you need four pilots, one per role. It'd be pretty annoying to have to create one account per role so I hope PGI has a better plan than that.


The following comes from Paul Inouye in another thread and should allay your fears (somewhat) of needing to make a large number of characters.

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Pilot points are not exclusive.. i.e. it doesn't matter what modules you've unlocked cause once you've unlocked them, they're always available to you. If you want to try a different BattleMech, go nuts. You'll start gaining XP on the new chassis you chose and can use any module that you've unlocked and purchased. In your scenario of going from a scout to an assault, you'd have all of your scout modules available to you and that entire branch/tree is still complete. You can put pilot points into any tree you wish from the very start. So if you max out the scout tree, you can continue putting points into assault if you want. That way when you switch over, you can have modules ready for the assault.




http://mwomercs.com/forums/topic/3825-r ... _p__102892

Edited by Corsair114, 02 February 2012 - 02:37 AM.


#89 Leonardo Monteiro

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Posted 02 February 2012 - 02:44 AM

View Postravion hawk, on 01 February 2012 - 12:24 PM, said:

I guess I missed something here...

I thought this was a FPS/Simulator which requires our own reflexes.


Are we piloting the mechs like Mechwarrior 1, 2, 3, and 4, or are we commanding them like Cresent Hawk's Revenge, Mechcommander, and Mechcommander 2?

I can see some of this working for an RTS like CHR, MC, and MC 2. But if this is a FPS/Simulator like the Mechwarrior series this just makes a mess and ruins the point of a simulator.


Besides, the way this system has been explained, it is already used in either Heavy Gear or Earthsiege/Starsiege/Missionforce Cyberstorm.



I think, in a sense, its a bit more like Elder Scrolls (Oblivion, Skyrim), were technically, you can do whatever you like, and your skill does count.
However, if you use certain weapons more often, you get better effects, more consistently.

For example (again for Oblivion), how you aim your bow is critical since you start the game (if you're blind, you wont ever hit) - but the more you use the bow, you get damage bonuses, range bonuses (i think), bow speed bonuses, and stuff.

For MWO, its a simulation - if you can't pilot and shoot in a mech, you'll be screwed anyway. BUT, if you focus on a given mech, and on a given set of skills, you will get better.

Like, and im speculating here, if you scout alot , your radar range will improve, if you shoot alot, you wont build up heat as fast, if you "command" alot, your arty strikes will be more powerful, and such.
Now, here, we assume that as a scout you don't go head on against an atlas, as a shooter, you actually hit what you're shooting at, and as a commander, you don't call in arty strikes on your own team

#90 Paul Stern

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Posted 02 February 2012 - 02:55 AM

this sounds very good! B)

#91 DragonClaw

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Posted 02 February 2012 - 03:52 AM

mmmm looks like the big Q is jack of all trades or specialize. to be or not to be? bouth have there uses in a team.

#92 SilverWolf

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Posted 02 February 2012 - 04:17 AM

Nice, ok when we startin to kick the tires B)

#93 Adridos

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Posted 02 February 2012 - 04:57 AM

Wow, perfect. Thanks for speeding up the information flow Garth. Posting flamer concept, plan for the next month and two part series of Dev Blog under 4 days is a lot better than getting the plan and then waiting 2 weeks for some kind of troll post from Paul. No offense. :P

But seriously, thank you. B)

Edited by Adridos, 02 February 2012 - 04:58 AM.


#94 Dihm

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Posted 02 February 2012 - 05:24 AM

View PostAegis Kleais™, on 01 February 2012 - 02:11 PM, said:

This is what I get from the post.... Posted Image

Nice graphic!

I actually view it with a slight tweak, I don't think that the Mad Cat (Spheroid and proud!) would have much, if anything, for a Scout tree. You'd probably need to unlock those abilities with a different mech. I think you'd still be able to put in Scout MODULES if you'd unlocked them on your Pilot though.

Edited by Dihm, 02 February 2012 - 05:25 AM.


#95 metro

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Posted 02 February 2012 - 05:27 AM

Nice...PGI !

Thanks Bryan,Russ, and Paul...and the rest of the crew.

Looks do-able to me ! B)

#96 Mason Grimm

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Posted 02 February 2012 - 06:24 AM

View PostAegis Kleais™, on 01 February 2012 - 02:11 PM, said:

This is what I get from the post....

Posted Image


Well done sir, well done!

#97 SquareSphere

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Posted 02 February 2012 - 07:38 AM

Love the info.

The thing people have to remember is that the game is designed to make you spend time unless you have cash to help boost you faster. XP rate boosters are a common item for hard cash purchase in many a f2p.

In all honesty, the way I read it was the Battlemech Trees are like your "role" tree and your Mechwarrior Tree is an "Achievement" tree that allows you to buy mods to customize the battlemech a bit more (like buying a better sight for your gun, sure the gun comes with iron sights but a red dot is a tiny bit nicer).

So if you're wanting to scout, you fill up the tech tree on that a light mech. Oh, what's that you don't want to scout or your team already has one? Then PICK ANOTHER BATTLEMECH who's tech tree is developed in a different way. It's wayyyyyyyyyy more likely you'll own more than 1 mech at a time (character slots (in this case mechbay slots) are also a common F2P item that are sold).

#98 Okie135

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Posted 02 February 2012 - 08:23 AM

What about support roles? I can't help but make the comparison to Chrome Hounds, where I used to play a mech that had a bunch of long range artillery. Take a Catapult for example. If there's a scout spotting for an LRM strike, a commander relaying the data, and a Catapult launching it's payload from cover, where does the Catapult fit in the role types? Is it rolled into a command or defense roll, or does support have it's own skill tree? I could see using special ammo or systems (like thunder LRM's or Arrow IV artillery) and being able to decrease the size of your indirect fire grouping being part of a support tree.

#99 Damien Matashy

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Posted 02 February 2012 - 08:55 AM

I have to ask, is this the powerpoint that you guys used in the office to explane it to everyone in the office B)

#100 Thoth

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Posted 02 February 2012 - 09:25 AM

Wow, that was an awesome explanation! It is really exciting seeing this happen!





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