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Should all mechs (which have been introduced) be available at launch?


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Poll: Should all mechs be available at launch? (380 member(s) have cast votes)

Do you think every mech should be purchaseable/unlocked on launch?

  1. Yes, I want to drive an atlas on my first match! (173 votes [44.82%])

    Percentage of vote: 44.82%

  2. No, I want something to work towards & look forward to. (213 votes [55.18%])

    Percentage of vote: 55.18%

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#1 TwitchTv Morkani

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Posted 03 March 2012 - 07:17 PM

I know it's been mentioned that all mechs (which the dev's have introduced into the game) will be available at launch & you won't have to buy them or unlock them, but do you all agree this is the correct course for the game?

Origionally, I was hoping for something where you "unlock" certain mechs, either going from lights to heavy's (my origional idea), to having 1 of each class unlocked & working to unlock the other mechs with xp/cbills (my origional idea evolved), to finally, one of the ideas that has been expressed in this thread, certain mechs repairing immediately (pulling these numbers out of thin air), others taking an hour, others taking 3 hours, and finally assaults taking 6 hours (assuming mech was destroyed)

expanding on this idea.....

lights with no damage .... available to drop immediately after game is over
lights with only armour damage ..... available to drop after 10 minutes or an extra 5k cbills spent for immediate repair
Lights with armour & Crit's damage .... available to drop after 15-45 minutes or 10k to 50k cbills (depending on how much crit dmg)
Light completely destroyed .... available to drop after 1 hour or 75k cbills spent for immediate repair

medium with no damage .... available to drop immediately after game is over
medium with only armor damage .... available to drop after 20 minutes or an extra 25k cbills spent for immediate repair
medium with armor & crit damage .... available to drop 30 - 60 minutes or an extra 50k - 100k cbills (pending on crit dmg)
medium completely destroyed .... available to drop after 2 hours or 150k cbills spent for immediate repair

heavy with no damage .... available to drop immediately after game is over
heavy with only armor damage .... available to drop after 2 hours or an extra 150k cbills spent on repair
heavy with armor & crit damage ..... available to drop after 2.5 or 3.5 hours or 200k to 300k cbills spent on repair
heavy completely destroyed.....available to drop after 4 & 1/2 hours or 400k cbills spent on repair

assault with no damage .... available to drop immediately after game is over
assault with only armor damage .... available to drop after 4 hours of repair or 350k cbills spent on repair
assault with armor & crit damage .... available to drop after 6 to 8 hours or 500k to 700k cbills spent on repair
assault completely destroyed ..... available to drop after 12 hours or 1mil cbills spent on repair

This method could also open the door for other possibilities for the cash shop that don't add tactical advantages, it would encourage people to have multiple hangers while some mechs are being repaired. Also, maybe repair costs/times could be cut in 1/2 for premium accounts.

Edited by Morkani, 06 March 2012 - 10:40 AM.


#2 Lord Doom

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Posted 03 March 2012 - 07:28 PM

My experience with mechs has been, you may find the one you like, but it does not suit every mission you get into. Sometimes you will have to improvise when you come across something that you need jump jets and your mech isnt equipped with them. So the point here is this, making everything available at launch wont really make a difference. It is how you use your skillset and tactics that will make the difference.

#3 Psydotek

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Posted 03 March 2012 - 07:34 PM

I think that they all should be available for your first mech. Making some unavailable creates a false sense of desirability for certain more "powerful" mechs which will lead to the trend of everybody stomping around in an Atlas or some other assault class mech.

#4 Randal Waide

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Posted 03 March 2012 - 08:16 PM

They will be available. Will you be able to use them well? You can walk an expensive Atlas, but can you fight well with him?
I'm gonna love dropping the big guys with a medium. :ph34r:

#5 TwitchTv Morkani

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Posted 03 March 2012 - 08:20 PM

well, i could be wrong here, but from what it looks like, the skills to put towards certain mechs aren't a significant difference. +2.5% torso twist?,

#6 EDMW CSN

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Posted 03 March 2012 - 08:21 PM

I prefer if they gave everyone C-bills as a start up. So if you got 10 mil as a start up. You can buy a huge load of Jenners and Commandos or just 1 Atlas with less than 1m left to spend on repairs and reload.

Your call.

#7 Colorfinger

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Posted 03 March 2012 - 08:45 PM

I like the idea of starting in the class you are familar with or like. The idea is role warfare, if we all have to earn our way up then we'll be starting with all lights and eventually be mostly assaults cause 'we earned it'. I would much rather have a system that rewards you for playing what you want to play and lets you build it from the start. I like the idea of being able to afford an assault from the start but having to be tight on cash as a result. I also like the idea of running around in a medium tearing up all the new guys who thought an Atlas was an auto win button... but hey, that's just me.

#8 BarHaid

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Posted 03 March 2012 - 09:52 PM

If we are focusing on role warfare, then locking out Assaults ('cause they're cool and got lots-o' dakka-dakka) doesn't make sense. But locking out all but a few common styles of each weight class does. It gives you something to look forward to in whatever role you choose to play.

#9 FinnMcKool

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Posted 03 March 2012 - 10:00 PM

it seems your lance or team will need to be balanced if every one has the same mechs they wont be.

there is more going on than meets the eye.

#10 osito

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Posted 03 March 2012 - 10:15 PM

I dont think it will matter much if all the mechs are unlocked. if the maps and game play are right it should balance it out. Plus no mech is unbeatable. There are tactics that can be used against different mechs to offset weight and firepower. I have seen medium mechs take out a 100 toner fairly regularly with the right pilot and tactics.

#11 SpiralRazor

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Posted 03 March 2012 - 10:19 PM

Guys, its MOST CERTAINLY a good thing to have season 1 mechs availible at launch....do you seriously want to be fighting nothing but jenners and commandos for a month?

Start using your head...zzzzzzzzz.

#12 LordKelvin

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Posted 03 March 2012 - 10:53 PM

I honestly would lean more towards unlocking, it gives you something to work towards, which makes unlocking all the more sweet. Additionally, limiting a player's options forces them to learn the basics of 'Mech piloting before they cut their teeth with something that may be harder to use. One way they could approach this is to give everybody instant access to two or three 'Mechs in each weight class that are reasonably well-balanced for the roles normally expected of that weight class, and have offshoots unlockable with time and/or money.

For example, let's say that for Light 'Mechs, you have the main options of a Jenner, Wasp (only as an example, I know it's Unseen), and a Panther. Those are three fairly well-separated 'Mechs of the same weight class that can fill three fairly separated roles (well-balanced, recon, and fire support, respectively). Then, say that as you play more of the game, you get more used to playing in a certain style; with the Wasp, for example, you get used to using it mainly for reconnaissance and spotting, and avoiding confronting the enemy. At some point (or separately), you unlock three new 'Mechs for use: the Stinger (again, yes, Unseen), Raven, and the Locust, all of which can still fill that niche of high-speed recon but can perform that same role in different ways.

You could apply the same thing for any weight class, give players some balanced choices that they can use to practice on and get the feel of, before giving them the opportunity to branch out into something closer to their personal playstyle.

Edited by LordKelvin, 03 March 2012 - 11:01 PM.


#13 Colonel Bogey

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Posted 03 March 2012 - 11:01 PM

Well I think that all mechs should be available. Well they have been referencing this anyways. Though this also has been in many a conversation prior, all mechs have a purpose. If a player cannot simply understand the depth of the pond that is scouting, combat, support, cammand, then maybe use their atlas as a shield.

#14 Lance2500

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Posted 03 March 2012 - 11:08 PM

I would like all mechs to be available. I just feel that Mechwarrior isnt the kind of game that you grind for unlocks or level ups.

#15 Rabid Wolf

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Posted 03 March 2012 - 11:23 PM

I think we should be able to work our ways up to get the bigger and better mechs and equipment. It will start everyone off on a even level (to a degree) and then improve as you go. Also it gives a little something to forward for, like a reward.

#16 Randal Waide

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Posted 04 March 2012 - 07:58 AM

I think I read the mechs will be there for us to choose, and the skills to use them will be what makes playing them great. As I read it, that was what the whole "role warfare" thing is about. Pick the mech you want, balance you lance abilities a,nd fight as a team. As you play your mech you gain XP for the chassis that unlocks equipment for that weight level. Also, your pilot gets XP for his role abilities. Did I read too much in to what the Devs were saying?

#17 Sears

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Posted 04 March 2012 - 08:10 AM

I don't think you did read too much into what they were saying. What you put is the gist i got from what the Devs had said. I think as well as time based xp unlocks you can just pay to unlock skills quicker should you be inclined to do so. I think i will be focussing on the Hunchback first.

#18 Cyote13

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Posted 04 March 2012 - 08:21 AM

The Devs have said all mechs will be available to all players. Probably the first one will be free and only sell-able for the same price :ph34r: After that it will be a c-bill amount for each mech. They have said that traditional faction mechs will cost more for pilots in other factions to purchase, but will still be available. With the drive towards Role and Information Warfare, it makes sense to let everyone start with the mech they want. If I wanted to be a Defender I don't want to waste time on a light not getting the skills I really need to be a good defender until I grind my way up the tonnage list.

Good luck everyone

#19 ChapeL

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Posted 04 March 2012 - 08:36 AM

If I have my pick of the store at launch I'll probably end up in the 65-80t range. I'll let the cool kids who would like us to believe that medium = skill have their way. I need that much armor to stay alive anyway!

That and the last game made me feel like I was driving a sports car in anything below 55 tons. Not what I was looking for. :ph34r:

The logical compromise would be to have a list of "starter mechs" per category but I find that equally pointless. We'd potentially end up with just four mechs models on any given drop on launch day. Some 25 tonner, 45, 60 and 80, etc...

#20 karish

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Posted 04 March 2012 - 08:37 AM

With out some kind of long term goal to work for this games life will be real short. yes I know there is pilot and mech XP but how long before you max that out? are they going to make better upgrades of what you have?? like Endo steel or light fusion engines?? go from standard weapons to pulse or er-weapons for upgrades. or work to a Variant upgrade for your mech . as much as i would love to start in a Spector or a Hussar for a fast sniper mech i dont see it happening at the start





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