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The Jolly Rogers!


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#21 Jack Gallows

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Posted 03 February 2012 - 11:31 AM

New dev blog has some nice info on the roles now.

http://mwomercs.com/...le-warfare-cont

I like how it really supports working as a team :D

Those artillery/naval/predator strikes are going to make it a bit hard to play an Assault 'mech or anything to slow to get out, we may see a lot of heavy/mediums on the field be really dominant. Playing an Assault 'mech may be dangerous unless you're team is good at counter scouting, or really good at positioning.

Edited by Jack Gallows, 03 February 2012 - 11:38 AM.


#22 L zard

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Posted 03 February 2012 - 03:57 PM

There's still more to come, Chief.....one expects something in counter-measures, eh? Actually, anyone under a predetor drop has a problem unless we have AAA specialists...........

Overall, I'm really liking it!

Edited by L`zard, 03 February 2012 - 04:13 PM.


#23 L zard

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Posted 03 February 2012 - 04:22 PM

Jack,

Have you figured out if the willing are 'able'? IE; are we 'in'? I notice that CptAmerica assumes so, LOL! I'm waiting for 'permission' befor I change my sig..........It's your 'Unit', eh?

Further, if we keep the "1st Fed Exp Str Reg" name, could I suggest that it be changed to '1st Federated SUNS etc etc' or that the Federated part by taken out? It's not a package company, LOL!

#24 CPTAmerica

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Posted 03 February 2012 - 04:25 PM

There is also no mention yet as to how much damage will be done by each and how long the cool down time is for those actions. For all we know right now, anything larger than 60 tons could shrug off the damage and the recharge time could be a hell of a long time giving even the slowest mechs out there time to move in on your position.

I also forgot the important question of the delay between calling for fire and its effects. Also, will there be friendly fire effects for these support actions. I would hate to be ghosting behind an enemy unit giving you their location and make up only to be blown to little bits by a long delay in the artillery rounds dropping causing them to fall behind the unit on me or a bad angle on the aerospace strafing run.

Edited by CPTAmerica, 03 February 2012 - 04:39 PM.


#25 CPTAmerica

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Posted 03 February 2012 - 04:49 PM

View PostJack Gallows, on 03 February 2012 - 05:40 AM, said:

Most RCT have air wings, and some artilery, but this RCT forgoes the artillery to cram in more aerospace so it can be more effective at quick fighting and response then long drawn out maneuvers.


So, to truely role play this unit, will you forego the artillery bombardments? The naval bombardments are of course still fine as they would be a seperate asset even from your aerospace wings according to most unit TO&Es in the canon. I'm just curious as to how much role playing you will put into this. I, personally, would love to see you take the personna of Col. Jack Gallows of the 1st FESR which does not employ artillery units. Wish you could maybe get two aeros strafes or cut the cooldown time in half instead though.

#26 Jack Gallows

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Posted 03 February 2012 - 05:58 PM

View PostL`zard, on 03 February 2012 - 03:57 PM, said:

There's still more to come, Chief.....one expects something in counter-measures, eh? Actually, anyone under a predetor drop has a problem unless we have AAA specialists...........

Overall, I'm really liking it!


Anti aircraft or EWAR capabilities that help scramble feeds or block communication, if it's anything like modern Predator drones. Adds a lot of complexity to the game, can't wait to see more of what they do with this :o


View PostL`zard, on 03 February 2012 - 04:22 PM, said:

Jack,

Have you figured out if the willing are 'able'? IE; are we 'in'? I notice that CptAmerica assumes so, LOL! I'm waiting for 'permission' befor I change my sig..........It's your 'Unit', eh?

Further, if we keep the "1st Fed Exp Str Reg" name, could I suggest that it be changed to '1st Federated SUNS etc etc' or that the Federated part by taken out? It's not a package company, LOL!


The name was temporary anyway until I could figure out something that just sounds better, I was struggling with it when I created that. Could be the 1st Davion etc, or Federates Suns, or could be any number or no number, as long as it sounds like it fits in Battletech. Any suggestions are welcome!

And yes, you're fine changing your sig :unsure: I'm going ahead with the unit regardless, or I wouldn't have posted this thread. As for recruitment, looking for quality over quantity, so I figure that if I can get a feel for people in this thread as they post interest, I can gauge them a bit better then just going "here, fill out app, have nice day." Might have periods of open enrollment and have the unit scrutinize the individual applications (if I like them and the unit doesn't, then what's the point of recruiting them?) but was going to wait until we actually needed to do that, if ever.

I like knowing the people before I do invites, I hate people who like to swell rank just to get more numbers.

View PostCPTAmerica, on 03 February 2012 - 04:25 PM, said:

There is also no mention yet as to how much damage will be done by each and how long the cool down time is for those actions. For all we know right now, anything larger than 60 tons could shrug off the damage and the recharge time could be a hell of a long time giving even the slowest mechs out there time to move in on your position.

I also forgot the important question of the delay between calling for fire and its effects. Also, will there be friendly fire effects for these support actions. I would hate to be ghosting behind an enemy unit giving you their location and make up only to be blown to little bits by a long delay in the artillery rounds dropping causing them to fall behind the unit on me or a bad angle on the aerospace strafing run.


The thing is, I doubt you'll want to get hit by any kind of air strike/etc, for a multitude of reasons. Yea, you might shrug off that damage, but it's less armor you had before you engage an enemy, which can still turn the tide of battle. It may be called in later, and take advantage of an opening in your armor, causing a critical failure or something. Maybe they've got you cornered or put into a situation where the environment would cause a problem (rising heat due to them setting fire to a forest you're in.) Could be on something unstable like a bridge, or you might take a gyro hit or something that knocks you over...giving the enemy a huge advantage.

Rest of it is the same, we can't know alot of it until the game hits and we see it up close. I think they said friendly fire is on, though.

View PostCPTAmerica, on 03 February 2012 - 04:49 PM, said:


So, to truely role play this unit, will you forego the artillery bombardments? The naval bombardments are of course still fine as they would be a seperate asset even from your aerospace wings according to most unit TO&Es in the canon. I'm just curious as to how much role playing you will put into this. I, personally, would love to see you take the personna of Col. Jack Gallows of the 1st FESR which does not employ artillery units. Wish you could maybe get two aeros strafes or cut the cooldown time in half instead though.


Who knows how much customization we'll be given down the road in regards to that kind of stuff, like making it so we can do naval bombards twice as much, but have to give up X ability.

In game, I can't honestly forgo using artillery just to satisfy RP, unless we all agree on something like that and we're fighting another unit that has their own hindrances/quirks if they want to have a more realistic battle or what have you. I'm looking to get all kinds of people, and RP is fine off the battlefield if people want it, but there's probably not going to be a whole lot of people willing to fit it into actual matches. Especially since it'd go out the window when the Clans hit :unsure:

Edited by Jack Gallows, 03 February 2012 - 06:10 PM.


#27 Corruption

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Posted 03 February 2012 - 06:44 PM

View PostJack Gallows, on 03 February 2012 - 05:58 PM, said:


The name was temporary anyway until I could figure out something that just sounds better



What about the 1st Federated Suns Raiders (FSR for short) or, the Davion Militia Volunteers (DMV for short)

#28 Hayden

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Posted 03 February 2012 - 06:51 PM

Could do Gallow's Raiders, along the lines of Chisholm's Raiders. Or maybe some other name involving "raiders"?

#29 Jack Gallows

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Posted 03 February 2012 - 09:18 PM

View PostHayden, on 03 February 2012 - 06:51 PM, said:

Could do Gallow's Raiders, along the lines of Chisholm's Raiders. Or maybe some other name involving "raiders"?



Not a bad idea, though could name it after the real Jolly Rogers founder, Tom Blackburn.

Blackburn's Raiders? Have him be like an old commander during a few of the succession wars, before Jack took command. Or name it after me, but that's up to everyone. Not sure how Gallow's Raiders sounds.

The overall idea was to have a unit that I could have parts of it's heritage come from Earth, kind of like the Northwind Highlanders (minus the Mercenary part.) Wouldn't have to go overboard, but little nods to that effect, to help enrich and legitimize, even if it's not canon, the history of the unit.

Edited by Jack Gallows, 03 February 2012 - 09:23 PM.


#30 Hayden

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Posted 03 February 2012 - 09:33 PM

View PostJack Gallows, on 03 February 2012 - 09:18 PM, said:



Not a bad idea, though could name it after the real Jolly Rogers founder, Tom Blackburn.

Blackburn's Raiders? Have him be like an old commander during a few of the succession wars, before Jack took command. Or name it after me, but that's up to everyone. Not sure how Gallow's Raiders sounds.

The overall idea was to have a unit that I could have parts of it's heritage come from Earth, kind of like the Northwind Highlanders (minus the Mercenary part.) Wouldn't have to go overboard, but little nods to that effect, to help enrich and legitimize, even if it's not canon, the history of the unit.


Blackburn's Raiders is pretty awesome sounding...

#31 CPTAmerica

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Posted 03 February 2012 - 09:34 PM

View PostJack Gallows, on 03 February 2012 - 09:18 PM, said:


Not a bad idea, though could name it after the real Jolly Rogers founder, Tom Blackburn.

Blackburn's Raiders? Have him be like an old commander during a few of the succession wars, before Jack took command. Or name it after me, but that's up to everyone. Not sure how Gallow's Raiders sounds.



Gallow's Raiders would work. I mean you are the creator. It is also not uncommon for units to change parts of their names when acquiring new commanders which have made huge impacts on their history. A good example are the Marauder IIs. Their name is Barber's Marauder IIs but, it was originally Miller's Marauders. Major Susan Barber began systematically upgrading all of the units Marauders to the Marauder IIs. Because of this, they changed the name

You could still have it in the unit history that Tom Blackburn was the originator of the unit but, Jack Gallow maybe used some old connections, pulled some favors, called in some old debts to resurrect the dying unit. Because of this, the unit has been renamed Gallow's Raiders.

#32 Jack Gallows

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Posted 03 February 2012 - 09:41 PM

View PostCPTAmerica, on 03 February 2012 - 09:34 PM, said:

You could still have it in the unit history that Tom Blackburn was the originator of the unit but, Jack Gallow maybe used some old connections, pulled some favors, called in some old debts to resurrect the dying unit. Because of this, the unit has been renamed Gallow's Raiders.


Well, I wouldn't use the name Tom, just his last name. Don't want to get too in depth as to keep enough room to customize if needed, and to avoid stepping on toes (not likely, but it's always good to be cautious when dealing with real organizations.)

I kind of agree with Hayden, Blackburn's Raiders sounds pretty awesome, feels more natural and like something you'd see in Battletech.

*Edit* and the more I read that AFFS CoC thread the more I'm convinced nothing like that should exist in MW:O. Christ.

Edited by Jack Gallows, 04 February 2012 - 06:12 AM.


#33 L zard

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Posted 04 February 2012 - 09:39 AM

I could go with 'Blackburn's Raiders', assuming that this is the way a line outfit is named.

I take it that the 'Jolly Rogers' reference the naval air unit?

#34 L zard

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Posted 04 February 2012 - 09:42 AM

Jack,

You might well wish to publish the list of approved members, eh? Or disapproved, if that's more your style, LOL!

#35 Jack Gallows

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Posted 04 February 2012 - 09:44 AM

View PostL`zard, on 04 February 2012 - 09:39 AM, said:

I could go with 'Blackburn's Raiders', assuming that this is the way a line outfit is named.

I take it that the 'Jolly Rogers' reference the naval air unit?


Jolly Rogers is indeed a reference to the current Naval air unit :o And, as for Blackburn's raiders, there's already an outift in canon called Chisholm's raiders, so it's much the same kind of idea. That unit has 2 regiments, so it's 1st Chisholm's Raiders and 2nd Chisholm's Raiders.


View PostL`zard, on 04 February 2012 - 09:42 AM, said:

Jack,

You might well wish to publish the list of approved members, eh? Or disapproved, if that's more your style, LOL!


Only people who've ask are you and CPTAmerica :unsure: He did this through a PM to me, and I said you could change your sig, guess a bit of a too subtle hint :unsure:

Welcome CPTAmerica and L'zard to the Jolly Rogers!

Edited by Jack Gallows, 04 February 2012 - 09:46 AM.


#36 L zard

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Posted 04 February 2012 - 09:52 AM

Actually, I was waiting for the name to be finalized. but now see that it is!

#37 Jack Gallows

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Posted 04 February 2012 - 09:53 AM

View PostL`zard, on 04 February 2012 - 09:52 AM, said:

Actually, I was waiting for the name to be finalized. but now see that it is!


Only thing I'm wondering is if to put it just as Blackburn's Raiders since we'd really just be one regiment, or have it say "1st Blackburn's Raiders" and put it before the Jolly Rogers tag.

I might be fretting over small things, but death is in the details right? :o

Edited by Jack Gallows, 04 February 2012 - 09:54 AM.


#38 L zard

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Posted 04 February 2012 - 10:00 AM

Well............a reg. is what, 36 pilots? I guess that having the Rogers as the first would be the way to go..........!!!

#39 Hayden

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Posted 04 February 2012 - 10:03 AM

View PostL`zard, on 04 February 2012 - 10:00 AM, said:

Well............a reg. is what, 36 pilots? I guess that having the Rogers as the first would be the way to go..........!!!


Over 100, actually. You just described a battalion sans command elements :o

#40 Jack Gallows

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Posted 04 February 2012 - 10:08 AM

Yea, Regiment is something like 108-180 pilots, not counting combined arms/etc. :o

http://www.sarna.net/wiki/Regiment#Regiment

Edited by Jack Gallows, 04 February 2012 - 10:11 AM.






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