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[Suggestion] Clan Technology
#41
Posted 14 September 2012 - 07:24 PM
Maybe standard, IS, or clan menu wouldbe nice...
#42
Posted 14 September 2012 - 07:43 PM
Just do it Devs, the money will be amazing.
#43
Posted 14 September 2012 - 07:46 PM
You would think Steiner or Davion would put in a few billion c-bills on counter tech. The only reason the clans havn't won is their small numbers,so lets keep it that way!
#44
Posted 14 September 2012 - 08:49 PM
What I propose is this:
1) Clan mechs/tech cannot be purchased traded etc.
2) Have special "clan invasion" scenarios against AI opponents or players/dev's who only fight using clan ROE's
3) Victors of these special scenarios have a chance to salvage clan components/mechs/etc.
This makes it so that people can get clan tech. If they have the skill, teamwork and luck to defeat a clan team. This would make having clan tech more like an achievement rather than an "I win cuz i haz moneyz" feature. Also it would allow the game to stay closer to the canon. After all clan tech does eventually flow into the hands of the IS...in relatively limited quantities.
#45
Posted 14 September 2012 - 09:09 PM
HardLuck, on 12 September 2012 - 02:02 PM, said:
exactly what i was thinking while reading this thread, makes no sense, yes have the clan weapon / ammo be more expensive as it is in every game, but dont make it 10x more..... Clan weapons usually have less weight, faster fire rate, more damage, and longer range then the IS version.
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Edited by WidowMaker91, 14 September 2012 - 09:09 PM.
#46
Posted 14 September 2012 - 09:09 PM
Damion Sparhawk, on 12 September 2012 - 09:12 AM, said:
dunno, i think making they prohibitively expensive to buy, AND repair AND make them be matched up with stuff heavier than them all TOGETHER would be the best idea, honestly. fact is, this game is likely gonna be more for the PILOTING SKILL than anything else. i'd be willing to be for real-life cash it'll probably just be buying mechs (which you ca n only use one of at a time anyways, new skins for mechs, etc. as that guys said, sure, load all your clan tech onto your Timberwolf, let's see how you like the repair bill you could buy an Medium IS Lance for when you get mangled running into an organized team
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WidowMaker91, on 14 September 2012 - 09:09 PM, said:
exactly what i was thinking while reading this thread, makes no sense, yes have the clan weapon / ammo be more expensive as it is in every game, but dont make it 10x more..... Clan weapons usually have less weight, faster fire rate, more damage, and longer range then the IS version.
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which is exactly why they SHOULD be that price.
#47
Posted 14 September 2012 - 09:19 PM
Msyrin, on 14 September 2012 - 08:49 PM, said:
What I propose is this:
1) Clan mechs/tech cannot be purchased traded etc.
2) Have special "clan invasion" scenarios against AI opponents or players/dev's who only fight using clan ROE's
3) Victors of these special scenarios have a chance to salvage clan components/mechs/etc.
This makes it so that people can get clan tech. If they have the skill, teamwork and luck to defeat a clan team. This would make having clan tech more like an achievement rather than an "I win cuz i haz moneyz" feature. Also it would allow the game to stay closer to the canon. After all clan tech does eventually flow into the hands of the IS...in relatively limited quantities.
that's actually a decent idea. course, then all the clan fanboys will whine they can't join an actual clan.
#48
Posted 14 September 2012 - 09:51 PM
Creates a canonical scenario where the clans are outnumbered, while making it also canonically expensive to play (or more so, if enough people play Clan).
#49
Posted 15 September 2012 - 12:41 AM
Simples.
#51
Posted 15 September 2012 - 01:24 AM
This should put a brake on the ammount of Clan mechs and Clan tech in use by IS battlemechs so that they will not screw game balance.
#52
Posted 15 September 2012 - 01:30 AM
Grendel408, on 12 September 2012 - 09:27 AM, said:
But you can purcahse MC, buy a mech then sell it which basically amounts to buying CBs.
#53
Posted 15 September 2012 - 02:07 AM
The following thoughts regard Techlevel of the invading Clans in 3050 according to TRO
-1st Heat: Clan weapons espetialy the energy weapons generate wast amounts of heat over short times.
Imagine fireing a Clan ER Medium Laser.
4 IS M Lasers do 12 Heat, 4 Clan Lasers do 20. 8 more heat for 8 points of dmg.
IS 5 dmg each Clan 7 each.
Clan (double) Heatsinks take up 2 slots for 2 Points of heat to sink.
IS (double) Heatsinks use 3 slots and sink 2 Heat, but remember you wouldn't need that much of them.
-2nd Availability: This isn't MW4 where every one just puts mixed Tech weapons on its chassis.
Did noboddy think about how to get clan weapons and how much it will cost to aquire, repair and maintain them ?
-3rd since this isn't the beta forum we can't realy discuss the mechanics of balancing already used in Game.
Let me put it this way there are already weapons that would be seriously imba if the wouldn't have significant drawbacks. Think about it.
#54
Posted 15 September 2012 - 02:09 AM
Thomas Kerensky, on 15 September 2012 - 01:24 AM, said:
This should put a brake on the ammount of Clan mechs and Clan tech in use by IS battlemechs so that they will not screw game balance.
I will say it again for the millionth time, Clantech, including Clan omnis to Clans. Leave IS players free to drop as part of the Clan side in unstaged/unranked/free for all/whatever/ battles, since they like our toys so much.
Costs? They are balanced already. According to Sarna, a Timber Wolf Prime (75 tons) (*sigh* Mad Cat) costs 24.400.000 Cbills, give or take. An Atlas (100 tons) costs 9.626.000. A even better comparison would be a Cataphract (70t), that carries expensive lostech graded equipment (so half way between level 0 and Clantech), costs 13.612.000 CB.
For the price of your Mad Cat, you can field a Centurion, a Catapult, a Jenner and an Atlas. Enough?
#55
Posted 15 September 2012 - 02:29 AM
What is more, you don't have to be clan to get clan equipment. I don't plan to play as clan quite simply because I see it would be very hard to stick to their honour system.
#56
Posted 16 September 2012 - 03:36 PM
That said, this is how I think the clan invasion should be done, someone mentioned how the clans like to fight outnumbered because of their honor bid or whatnot, and it's true, according to canon after they realized they were technologically superior in just about every way they felt honorbound to fight on 'equal' grounds, limiting their own forces on the field to account for the technological handicap.
Personally I see this happening, Clans drop not with fewer members than an IS team, but drop DURING an IS match, two IS teams vs. one Clan team... of course, the IS match is still going on so they're not exactly 'friendly' but the clans being the greater threat -might- convince them to join forces... maybe
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I also like the idea stated above of having the omni-mechs other features being locked in place, only the weapons being omni, I think that definitely gives a good reason for running an IS mech with all it's flaws if it can fit the weapons you want over just running an omni because you can put anything in it. I knew I remembered reading something about Omni's that made them not quite the leaps and bounds above IS mechs that everyone seems to think they are.
Clan weapons are just that, weapons, there's nothing special about them that makes it so you can't mount a clan ERPPC on an IS mech, maybe they should be more fragile like someone else mentioned just to make their non-clan versions still worth considering but I don't see why (after the invasion of course and IS has access to the weapons regularly) they wouldn't simply become the 'norm' I mean, you don't go back and use your ten year old DVD player just because once you buy a new one that works better and does the same stuff, why would you waste time on outdated weapons once you get your hands on the next best thing?
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#57
Posted 16 September 2012 - 04:10 PM
Just make the clan parts more expensive. Problem solved. Let's move on.
Edited by Beef Hands, 16 September 2012 - 04:34 PM.
#58
Posted 16 September 2012 - 04:18 PM
Beef Hands, on 16 September 2012 - 04:10 PM, said:
obviously not reading. To reiterate, making things more expensive when dealing with fake money DOESN'T WORK. You generate money by playing the game, barring excessive repair costs (which are determined by how well you do playing) you continue to make money, regardless of how expensive you make them there will be people who will run them all the time simply because they have that much time/money to spend on the game to keep the upkeep of said items.
The only people who suffer from making the item cost prohibitive are the people who don't play as much, or are unwilling to invest enough in the game to maintain that upkeep.
so unless you just want to make the game only fun for the people who have no lives or have boatloads of RL cash, QUIT PITCHING THIS CRAP.
#59
Posted 16 September 2012 - 04:36 PM
#60
Posted 16 September 2012 - 05:13 PM
Sam Slade, on 14 September 2012 - 07:43 PM, said:
Just do it Devs, the money will be amazing.
If money is the only way to get them in such plan, then you just killed the game.
the moment money enters the equation with regard to balance and choices that have vital effect on the core gameplay, your game is effectively over as far as F2P survivability in western gaming goes.
Edited by Melcyna, 16 September 2012 - 09:47 PM.
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