

Who gonna play Clans - an idea
#1
Posted 24 February 2012 - 02:21 PM
Idea One: Clans gonna be NPC faction.
Concerns:
1) Way too many people want to play Clans. It's obvious.
2) AI will never compete players, even with overpowered mechs.
3) AI is quite a work for developers.
Idea Two: Clans gonna be playable faction.
Concerns:
1) Clans gonna be overpowered because:
- Every newbie in clan mech will be stronger than seasoned IS player.
- Noone would play IS house, if they will be able to play Clans, using superior Clan technologies etc.
- If Clans will be one faction, it will have more players than any Great House. Or maybe more than all of them.
2) If Clans will be multiple factions, each of them will have less players than Great Houses.
3) By canon, clans not gonna use merc corps, which are backbone of global warfare.
4) How could faction or merc corps players join Clans? It will be quite weird this way.
So, I have an idea of two parts.
Someone of you guys played WoW I believe. Someone even played enough to know what a "Heroic Class" means. For someone, who completely out of it, I'll explain.
Heroic Class - it's a character you can create after getting some quite high level, around 70-80% of maximum. It's created with high enough level and some good equipment, so it can compete other classes. But while in WoW your Heroic Class character belongs the same faction as your main character does, it could be your own Clanner here in MWO.
So, what's a profit:
- People who want play clans have a chance to play it.
- Clans are real people not any kind of AI, and there is no need to make this AI at all.
- Due only highlevels are able to create clan characters, we're not gonna be overwhelmed by them.
- No problem with transfering IS characters to Clans side - you just don't need anything like this - all clanners will be sort of alt.
There are pro's, but there are contra's too:
- Soon or later all people gonna get high level and make their own clanner, so a chance we will be overwhelmed is still there.
- People will level their IS characters only to get Clanner and then will abandon it completely.
Here comes B part - limitation.
Basically, it means that you'll not be able to play your clanner all the time. Let's say it will be one battle as a clanner per day. Or ten per week, no idea. Thus we'll have people still playing IS and having an opportunity to play Clans aswell.
At every else way Clans will work the same as any Great House - ranks, in-faction units, etc. Maybe another currencies - or do Clans need money at all? They not gonna trade with IS, so there is a place for some unique currency system - maybe honor based, for example.
#2
Posted 24 February 2012 - 02:43 PM
For instance, player units will probably have to start from scratch to be part of a clan in game. That itself will temp people to stay. Have clan mechs cost more, cost more BV, and balance IS versus Clan matches with BV and/or asymmetric team numbers....like 8v5 or 16v10. The clans many smaller units (compared to the larger centralized houses) is a balancing factor itself. They'll have less players per unit, and Im sure there will be A LOT of infighting in the Clan Invasion corridor (and Kerensky cluster??)...remember we are talking about internet players...not real clanners.
Also the clan equivalent of merc corp can simply be called something else.
But don't punish people or make them suffer grind hell to be a clanner.
Edited by =Outlaw=, 24 February 2012 - 03:00 PM.
#3
Posted 24 February 2012 - 02:50 PM

#4
Posted 24 February 2012 - 02:56 PM
Or you simply limit the number of total clan players allowed, on a first come, first server basis (that's not good either).
Or you limit it to conquest mode only, and we all run around in clan assaults and min/max each other (bleah).
I really don't see a 'good' way to limit Clan access, especially in this age of 'I want it now'.
Ideally it would be a 'heroic' feat to get to Clan-dom, but if you just use in game stats, the hard core players are the only ones that make it.
Edited by Kaemon, 24 February 2012 - 02:57 PM.
#5
Posted 24 February 2012 - 03:20 PM

#6
Posted 24 February 2012 - 03:21 PM
I am not sure if I explained that right.
#7
Posted 24 February 2012 - 03:27 PM
#8
Posted 24 February 2012 - 03:34 PM
Lima Zulu, on 24 February 2012 - 02:21 PM, said:
Idea One: Clans gonna be NPC faction.
Concerns:
1) Way too many people want to play Clans. It's obvious.
2) AI will never compete players, even with overpowered mechs.
3) AI is quite a work for developers.
Idea Two: Clans gonna be playable faction.
Concerns:
1) Clans gonna be overpowered because:
- Every newbie in clan mech will be stronger than seasoned IS player.
- Noone would play IS house, if they will be able to play Clans, using superior Clan technologies etc.
- If Clans will be one faction, it will have more players than any Great House. Or maybe more than all of them.
2) If Clans will be multiple factions, each of them will have less players than Great Houses.
3) By canon, clans not gonna use merc corps, which are backbone of global warfare.
4) How could faction or merc corps players join Clans? It will be quite weird this way.
So, I have an idea of two parts.
Someone of you guys played WoW I believe. Someone even played enough to know what a "Heroic Class" means. For someone, who completely out of it, I'll explain.
Heroic Class - it's a character you can create after getting some quite high level, around 70-80% of maximum. It's created with high enough level and some good equipment, so it can compete other classes. But while in WoW your Heroic Class character belongs the same faction as your main character does, it could be your own Clanner here in MWO.
So, what's a profit:
- People who want play clans have a chance to play it.
- Clans are real people not any kind of AI, and there is no need to make this AI at all.
- Due only highlevels are able to create clan characters, we're not gonna be overwhelmed by them.
- No problem with transfering IS characters to Clans side - you just don't need anything like this - all clanners will be sort of alt.
There are pro's, but there are contra's too:
- Soon or later all people gonna get high level and make their own clanner, so a chance we will be overwhelmed is still there.
- People will level their IS characters only to get Clanner and then will abandon it completely.
Here comes B part - limitation.
Basically, it means that you'll not be able to play your clanner all the time. Let's say it will be one battle as a clanner per day. Or ten per week, no idea. Thus we'll have people still playing IS and having an opportunity to play Clans aswell.
At every else way Clans will work the same as any Great House - ranks, in-faction units, etc. Maybe another currencies - or do Clans need money at all? They not gonna trade with IS, so there is a place for some unique currency system - maybe honor based, for example.
Nice post.

Make clans playable by established clans from previous games, or new clans coming to this game. Make the invading clans run by NPC, and battles given to multiuple pvt clans that have joined a said invading clan. Make it so Lonewolves would need to join a pvt clan in order to become a Clansman in the invading clans. Make it so each Keshik of said pvt clans, can creat BOs on a practice server to conduct ToEs for new recruits. I explained it in this thread, http://mwomercs.com/...ft/page__st__20
Edited by Renegade Mitchell, 24 February 2012 - 03:51 PM.
#9
Posted 24 February 2012 - 03:35 PM
#12
Posted 24 February 2012 - 04:13 PM
I think the clans should be players, not NPCs, and I think they should stick to canon clans only. Trials of Position, starting with The Blooding might help balance things out and keep Clan Mechwarriors the elite warrior caste they're supposed to be.
Edit: And, I don't think clan mechwarriors should be freebirth, you should create a trueborn character from scratch.
Edited by BlueDog, 24 February 2012 - 04:17 PM.
#13
Posted 24 February 2012 - 04:34 PM
Use the search function if you think you have got a new topic to chat about first. If there is no similar postings, thread away.
I posted this days ago in another thread, kinda along the lines of what you propose. IMO, NPC Clans will never work well.
Portraying a segment of an invading clan may be a good answer to the Khan/saKhan issue and involving a WHOLE clan. Have a GalCom, Cluster, or a Binary/Trinary Commander (keeping in mind that only Bloodnamed Warriors are selected to be GalComs) run the local event as part of the overall invasion campaign as separate and distinct entities. This would eliminate the need for a whole Clan coordinating over the entire route of the invasion. That could be done of course, but there would be no real need until a planetary league starts. The separate Clan elements could talk together and coordinate, but there would be no centralized Clan entity, just sub-units fighting IS dezgra. Soooo, Research the desired Clan and pick a Canon (or reasonably within Canon) sub-component to portray (not every unit has been represented in the literature, TRO, or TTG). Since the size of the opposing Clan will number in groups of five (I would hope), gaming that way will negate the need for a Khan/saKhan. Each compoinent could possess, I should think, a loremaster and oathmaster at almost every level, the position being assumed by a player who is actually part of an active star. He would fulfill the role in much the same way a Clan LM/OM would and proceed as if there were higher level entities (The DEVS!) providing guidance or such.
and this after that later in the same thread:
The remaining members of the NBT-HC group playing the Clan Blood Spirit had spoken with CSJ about possibly portraying a cluster or galaxy in their group during the invasion phase of the game. At some point in the game, we would split off as CBS if possible. My suggestion above is a variation of that idea and more in tune with the game, I think..
Edited by Gremlich Johns, 24 February 2012 - 04:36 PM.
#14
Posted 24 February 2012 - 04:34 PM
#15
Posted 24 February 2012 - 04:46 PM
Mastr, on 24 February 2012 - 04:34 PM, said:
Here is the point where you seem as if you are a Clansman vice portraying one, better to have written it this way as an unambiguous point of view:
I really am just hoping for the devs to come up with a way for the minor clans to be represented and not just the big four. I fully understand they should not be a primary faction but if we could have some way of playing as our individual clan that would be amazing. Perhaps they could just have one faction being "home clans"?
But back to your point, I agree and I wish that there can be a Homeworlds server where the Homeworlds Clans could "play" without the pesky IS -oriented players eager for Clan tech. (I posted this POV before)
Edited by Gremlich Johns, 24 February 2012 - 04:47 PM.
#16
Posted 24 February 2012 - 05:22 PM
Gremlich Johns, on 24 February 2012 - 04:46 PM, said:
Here is the point where you seem as if you are a Clansman vice portraying one, better to have written it this way as an unambiguous point of view:
I really am just hoping for the devs to come up with a way for the minor clans to be represented and not just the big four. I fully understand they should not be a primary faction but if we could have some way of playing as our individual clan that would be amazing. Perhaps they could just have one faction being "home clans"?
Not to further derail a post that was kind of derailed from the start but, while I believe I understand what you are saying about not attributing too much of yourself to a factions persona I think you should understand a certain degree of that is inevitable especially in battletech and possibly more so in Mechwarrior. Mechwarrior is almost an anomaly in that it has been played year after year often in leagues way after the games are considered dead, that right there is fanatical devotion and over time we have come to identify with these units, clans, houses we played in on a very personal level and some degree of attachment to those artificial organizations is going to happen.
Saying I am a clansmen on a battletech related forum means I use clan tech and paint my mechs a certain way and I do not think there is any harm in that. If I use that identity to attack someone else and say I am better than them then I think I should be checked for that behavior, but I have not done that.
Here is an example of what I mean, in relation to battletech I clanner, an Ice Hellion to be specific and that is what people here will learn to know. At a football game I am a Giants fan, and I am going to scream for my team, and at work I do not talk about either of these things. It is just based on the setting.
Edited by Mastr, 24 February 2012 - 05:32 PM.
#17
Posted 24 February 2012 - 05:55 PM
And your example of the Giants isn't really the same - You do not scream for your team as a Giant, you scream because you are a fan of the Giants.
#18
Posted 24 February 2012 - 07:52 PM
#19
Posted 25 February 2012 - 07:06 AM
A lot of players will jump over once the Clans are available, some because they see themselves as Clanners, some because they want the tech (or some specific mech design), some because of both. But I think there will be enough players staying in the Inner Sphere to keep it populated.
I don't think balancing will be a problem, I trust the developers to come up with a good solution to make Clan vs IS matches fun and enjoyable for both factions.
And as long as the devs allow inter-Clan matches, there wouldn't even be a problem with IS players who don't want to fight the Clans.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users