Edited by Charles Martel, 27 March 2012 - 09:29 PM.


Who gonna play Clans - an idea
Started by Lima Zulu, Feb 24 2012 02:21 PM
66 replies to this topic
#61
Posted 27 March 2012 - 09:29 PM
Personally, I think the clans should be player factions. But the trials of position and blooding should be mandatory as said to ensure a very high quality of players. It prevents powergaming, and helps keep the canon feel.
#62
Posted 01 May 2012 - 06:42 AM
I haven't read all post but and am not sure if this is post oporation Revival or prior to it. Any who by about half way through the Clan invasion the Big houses started to put out tech that was close to equal that of the Clans. Most notibly FedCom and Kurita. This was thanks to Wolfs Dragoons being part of Clan Wolf and siding with the I.S.. If MWO takes place post invasion there is no tech advantage to be clan out side of almost all their Mech's are modular Omni mechs and people who are playing clans are just playing clans because they prefure them to the less honorable I.S.
If it is pre Op Revival then the arguments against having Clans be aloud right off the bat make perfect sence.
If it is pre Op Revival then the arguments against having Clans be aloud right off the bat make perfect sence.
#63
Posted 01 May 2012 - 07:11 AM
CCC_Dober, on 04 March 2012 - 10:04 AM, said:
Yeah, that was along the lines I had in mind. It would certainly give the Clan Players something to look forward to. This outdated line-up of Mechs surely included some of the more advanced technologies that the Inner Sphere was busy to reinvent in later years. Better heatsinks, more efficient reactors, better armor, better electronics, smarter missiles, better optics and longrange capabilites, CASE, AMS and other stuff. It wasn't just the weapons making their Mechs more powerful but also the stuff that kept it moving and functioning being more robust and reliable. Honestly, I don't mind giving up OmniMechs for a while if I can get access to stuff like this and creep around the Outer Sphere with an occasional contract in the Inner Sphere.
No, all designs, even the unknown ones, were dumbed down to Level 1 tech.
#64
Posted 01 May 2012 - 07:34 AM
Some ideas some of us Robinson Rangers have been kicking around.
During Clan "beta" the clan players pick their clans and what not, then Trial for Position, which would grant a player their "rank" in a star (players won't be running Trinaries and the like at first)
With Bloodnamed (being NPCs at start) handling the Trials to establish what Clans will be involved in the initial invasion of the IS and which will make up what reinforcment wave.
Once the Invaders have been established the players are allowed to challenge for Bloodnames. (regardless of if their clan won an initial invasion slot or not.)
Then run a second series of Trials of Position and Trial of Harvesting (to allow Invader clans to try and obtain units that preformed well during the Trails for the Invasion. Which will let players of Clans that didn't win have a shot to fight in the initial invasion.)
Then run your final Trails of Position prior to the invasion (allowing players to possibly gain command of units smaller than Galaxies unless they do really well)
Clan honor points in place of C-Bills is a great idea, as well as making Clan tech a bit more expensive.
So Clan players by the time of the Invasion should be XP-wise about the middle if not a bit higher on average than the IS players who don't play all day.
And if the less well known Clans whoop *** during the Trials we could see the initial Invasion being conducted by Diamond Shark, Cloud Cobra, Ghost Bear and Coyote or some other weird mix.
The problem we noticed when the Clans invade is the establish cannon of IS computers being unable to identify Clan mechs and switching between a few designs based on detected capabilities. We thought that would be awesome to include with the initial invasion.
During Clan "beta" the clan players pick their clans and what not, then Trial for Position, which would grant a player their "rank" in a star (players won't be running Trinaries and the like at first)
With Bloodnamed (being NPCs at start) handling the Trials to establish what Clans will be involved in the initial invasion of the IS and which will make up what reinforcment wave.
Once the Invaders have been established the players are allowed to challenge for Bloodnames. (regardless of if their clan won an initial invasion slot or not.)
Then run a second series of Trials of Position and Trial of Harvesting (to allow Invader clans to try and obtain units that preformed well during the Trails for the Invasion. Which will let players of Clans that didn't win have a shot to fight in the initial invasion.)
Then run your final Trails of Position prior to the invasion (allowing players to possibly gain command of units smaller than Galaxies unless they do really well)
Clan honor points in place of C-Bills is a great idea, as well as making Clan tech a bit more expensive.
So Clan players by the time of the Invasion should be XP-wise about the middle if not a bit higher on average than the IS players who don't play all day.
And if the less well known Clans whoop *** during the Trials we could see the initial Invasion being conducted by Diamond Shark, Cloud Cobra, Ghost Bear and Coyote or some other weird mix.
The problem we noticed when the Clans invade is the establish cannon of IS computers being unable to identify Clan mechs and switching between a few designs based on detected capabilities. We thought that would be awesome to include with the initial invasion.
#65
Posted 01 May 2012 - 04:12 PM
Clans should be a playable aspect as they are in the Tabletop and in the MW series.
There should be no arguement there.
As for the Clans being OP.
They are not.
I can't begin to count how many games I have seen the field balanced or even turn in favor of the IS. Even without Clan tech.
It is a matter of the pilot, his or her sense of honor and willingness to abide by the ideals of being a Clan warrior and the same goes for the IS.
As in the previous PC games and even with tab top, players will flock to one side or the other and most usually quickly learn that yes on paper a Clan Mech looks better, though if she or he has half a brain, can easily learn how to take down a Clan mech.
Is the scale always balanced? No.
I usually play Clan Ghost Bear but I have also walked the field as a DCMS. I have played both sides of the coin and they each have their merits and flaws.
Yes Clan Mechs run cooler, hit harder at long range and pack more weapons/armor in some configurations. We/they are not invincible and we/they are wise to understand that and never forget that. The cocky, young and ignorant pilots are quick to get themselves killed. Those of us that have been a around a while have learned a trick or two, especially not to over estimate you stravag free birth, though genetically inferior. I respect a surat that can stand toe to tow in armor, weapon and wit.
The arrogance of the Crusader Clans are their undoing, as where we Warden Clans tend to be a little wiser of our foe.
If anything having to utilize lesser equipment such as IS mechs and components would grant a wise warrior opportunity to appreciate the improvements in Clan technology and possibly make for a more efficient warrior on the field.
There should be no arguement there.
As for the Clans being OP.
They are not.
I can't begin to count how many games I have seen the field balanced or even turn in favor of the IS. Even without Clan tech.
It is a matter of the pilot, his or her sense of honor and willingness to abide by the ideals of being a Clan warrior and the same goes for the IS.
As in the previous PC games and even with tab top, players will flock to one side or the other and most usually quickly learn that yes on paper a Clan Mech looks better, though if she or he has half a brain, can easily learn how to take down a Clan mech.
Is the scale always balanced? No.
I usually play Clan Ghost Bear but I have also walked the field as a DCMS. I have played both sides of the coin and they each have their merits and flaws.
Yes Clan Mechs run cooler, hit harder at long range and pack more weapons/armor in some configurations. We/they are not invincible and we/they are wise to understand that and never forget that. The cocky, young and ignorant pilots are quick to get themselves killed. Those of us that have been a around a while have learned a trick or two, especially not to over estimate you stravag free birth, though genetically inferior. I respect a surat that can stand toe to tow in armor, weapon and wit.
The arrogance of the Crusader Clans are their undoing, as where we Warden Clans tend to be a little wiser of our foe.
If anything having to utilize lesser equipment such as IS mechs and components would grant a wise warrior opportunity to appreciate the improvements in Clan technology and possibly make for a more efficient warrior on the field.
Edited by 8100d 5p4tt3r, 01 May 2012 - 04:16 PM.
#66
Posted 02 May 2012 - 02:02 AM
8100d 5p4tt3r, on 01 May 2012 - 04:12 PM, said:
Clans should be a playable aspect as they are in the Tabletop and in the MW series.
There should be no arguement there.
As for the Clans being OP.
They are not.
I can't begin to count how many games I have seen the field balanced or even turn in favor of the IS. Even without Clan tech.
It is a matter of the pilot, his or her sense of honor and willingness to abide by the ideals of being a Clan warrior and the same goes for the IS.
As in the previous PC games and even with tab top, players will flock to one side or the other and most usually quickly learn that yes on paper a Clan Mech looks better, though if she or he has half a brain, can easily learn how to take down a Clan mech.
Is the scale always balanced? No.
I usually play Clan Ghost Bear but I have also walked the field as a DCMS. I have played both sides of the coin and they each have their merits and flaws.
Yes Clan Mechs run cooler, hit harder at long range and pack more weapons/armor in some configurations. We/they are not invincible and we/they are wise to understand that and never forget that. The cocky, young and ignorant pilots are quick to get themselves killed. Those of us that have been a around a while have learned a trick or two, especially not to over estimate you stravag free birth, though genetically inferior. I respect a surat that can stand toe to tow in armor, weapon and wit.
The arrogance of the Crusader Clans are their undoing, as where we Warden Clans tend to be a little wiser of our foe.
If anything having to utilize lesser equipment such as IS mechs and components would grant a wise warrior opportunity to appreciate the improvements in Clan technology and possibly make for a more efficient warrior on the field.
There should be no arguement there.
As for the Clans being OP.
They are not.
I can't begin to count how many games I have seen the field balanced or even turn in favor of the IS. Even without Clan tech.
It is a matter of the pilot, his or her sense of honor and willingness to abide by the ideals of being a Clan warrior and the same goes for the IS.
As in the previous PC games and even with tab top, players will flock to one side or the other and most usually quickly learn that yes on paper a Clan Mech looks better, though if she or he has half a brain, can easily learn how to take down a Clan mech.
Is the scale always balanced? No.
I usually play Clan Ghost Bear but I have also walked the field as a DCMS. I have played both sides of the coin and they each have their merits and flaws.
Yes Clan Mechs run cooler, hit harder at long range and pack more weapons/armor in some configurations. We/they are not invincible and we/they are wise to understand that and never forget that. The cocky, young and ignorant pilots are quick to get themselves killed. Those of us that have been a around a while have learned a trick or two, especially not to over estimate you stravag free birth, though genetically inferior. I respect a surat that can stand toe to tow in armor, weapon and wit.
The arrogance of the Crusader Clans are their undoing, as where we Warden Clans tend to be a little wiser of our foe.
If anything having to utilize lesser equipment such as IS mechs and components would grant a wise warrior opportunity to appreciate the improvements in Clan technology and possibly make for a more efficient warrior on the field.
according to this argumentation a clan-pilot with clantech beats an is-pilot with no clan-tech, if the clan-pilot not underestimate the is-pilot and is at least same skilled as the is-pilot.
#67
Posted 02 May 2012 - 02:23 AM
I´d be fine with some restrictions when playing as Clanner, like fielding 2 stars of Mechs against 3 IS lances, losing points for not following zellbrigen rules or something like that..
but being forced to play as freebirth just to be able to keep on playing my Clan character? please not!
but still i like that "heroic class" part of your idea, having to get to a specific pilot level to unlock Clan side would be fine for me.
(and if the "goal" is set high enough, it might even take us long enough to achieve it for the timeline to say "it´s invasion time!"
)
but being forced to play as freebirth just to be able to keep on playing my Clan character? please not!
but still i like that "heroic class" part of your idea, having to get to a specific pilot level to unlock Clan side would be fine for me.
(and if the "goal" is set high enough, it might even take us long enough to achieve it for the timeline to say "it´s invasion time!"

Edited by Xyph3r, 02 May 2012 - 02:25 AM.
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