

#541
Posted 22 March 2012 - 07:21 PM
Maybe we could by a SLDF model of some of the Mechs that already had the upgrades then we just mod them a little to fit us. A SLDF era Mech was something to take pride in if you had one or found a Cash of SLDF Weapons or gear " lostech " if you will.
#542
Posted 22 March 2012 - 08:17 PM
Blackfire1, on 30 November 2011 - 06:29 PM, said:
Loyalty abandonment doctrines: Gives the player an RPG/Mech Mission to change over to a different faction with the ability to bring over a set loyalty rank or set loyalty points into the new faction. Playing House Kurita till E5, defecting to FRR, and instead of starting new retain some "dignity" into the new faction. E3. Only usable one per faction. Reversing said results (going back to kurita from FRR) would follow normal game protocol and result in going back to Zero. If available at all. This is more a theory in progress.
A House, a Merc Corp, and a Clan are all going to be communities. What has been shown to provide the quickest way to destroy a community in an MMO? Provide any type of transfers. If people REALLY want to join that different faction they need to start completely from scratch faction, xp, and moneywise.
#543
Posted 22 March 2012 - 08:25 PM
Aegis Kleais™, on 18 March 2012 - 05:38 AM, said:
Hey! Expansion Packs! Isn't that what they called store-bought DLC? They had SO much more content than DLC today.... poor expansion packs.

Mission packs, expansion packs... call them what you will...
My point is that their real time approach lends itself well to releasing mission packs often once AI is created. I would anticipate the first being more substantial, and more money, see how it is recieved, then release them more often (individual missions?) for less money, or more substantial packs for the truly devoted.
#544
Posted 22 March 2012 - 09:00 PM
#545
Posted 22 March 2012 - 11:10 PM
If I think of anything else I'll edit this.
Edit;
How about a decal,if you can call it that, that shows your kills, like the ones often seen on WWII aircraft. That I would pay for. It would have to automatically update or course

Edit:
T-shirts, and hats. Embroidered patches too.
Edited by Dirk Le Daring, 30 November 2012 - 04:22 PM.
#546
Posted 23 March 2012 - 04:51 AM
So in short, the only things I expect that I will HAVE to pay real money for, are items outside of the sphere of the gameplay itself. Shirts, Hats, Apparel, Artbooks, peripheral physical items. Everything else can be paid for in c-bills gained either through gameplay or purchased.
Edited by FoxFang, 23 March 2012 - 04:57 AM.
#547
Posted 23 March 2012 - 05:43 AM
Secondary thread Master Sparked.
Have a good day, gentlemen.
#548
Posted 23 March 2012 - 05:56 AM
Aegis Kleais™, on 23 March 2012 - 05:38 AM, said:
Personally, I would rather PGI spend it's time making MP better and better than to move over to more static SP campaigns. If they feel at one point they can take on both, more power to them.
I understand all those points, that's why we would pay to play the missions. AI does not have to be anything fantastic, just enough to make the flavor/feel worth my cash.
Also, aside from AI, as I said before a lot of this development is transferable into the MP experience. Repeating myself, new maps are always welcome in MP and attack/defense game play modes with objectives would be awesome next to "just another deathmatch round".
#549
Posted 23 March 2012 - 06:05 AM
Dirk Le Daring, on 22 March 2012 - 11:10 PM, said:

A MWO Branded Hula Girl would be cheap and easy to do too..

Personally I would pay to get in the Beta

I mean allow only say 5,000 slots at $100 thats a Half Million Dollars.. Just putting it out there..
#550
Posted 23 March 2012 - 06:51 AM
Aegis Kleais™, on 23 March 2012 - 06:22 AM, said:
High startup costs, assets can better the MP experience, but work on it might lower quantity of MP updates. Maybe we could do a kickstarter on it.
This is how I hope things progress
- Beta release sometime in August 2012
- Full release December 2012 or Jan. 2013. (presuming the world hasn't ended)
- A fairly large, balancing update around April/May 2013
August/September 2013 (slash 3049) - CLAN UPDATE!
On the BT timeline, this is when the clans start to hit periphery worlds.
To commemorate this, a mission pack is released (nothing huge yet, maybe just 10 missions) where players can play as clan invaders.
On the MP side, this means that
- Clan mechs/tech can be slowly leaked into the MP game (as salvage from the front becomes available etc)
- New game attack/defend/objective modes are released now that the basic MP deathmatch package has been "perfected"
If the missions are well received and worth the devs time, they can make more releases in the future depending on what works best:
- Small mission packs, maybe just 4-6 missions simulating planet invasion/defense depending on who won (player always "simulates" the canon outcome, whether its for clan or IS)
- Large mission packs for longer campaigns, perhaps covering multiple planets or even an entire clan wave.
#552
Posted 23 March 2012 - 07:51 AM
THOR HAMMER, on 21 March 2012 - 09:44 PM, said:
For the first time ever, I think the devs are going to win the battle against pay to win. They have made several statements that leave me feeling very optomistic.
#553
Posted 23 March 2012 - 08:36 AM
#554
Posted 24 March 2012 - 09:17 PM
Chembot, on 18 March 2012 - 10:59 PM, said:
The MWO Neurohelmet!.. A gaming helmet with built in headphones and a mic, plus a seperate sticker sheet of the players chosen faction. The sheet could have kill markers, the emblem of their house/clan/merc unit, medal emblems (for that faction) stripes, slogans etc. Retail them for $100 or so, and I'm pretty certain that the store wont have stock hanging around!
And then.. here's a cool idea that uses the helmet..
After the game has been released and has gathered steam, a add-on to the game could be a skype style player cam.. So during play, the player can open a window to a team mate where they can see their face (with use of a web cam obviously) to add more depth to the player experience. To take the experience further, the player could hang some green fabric behind their head, where a cockpit image is superimposed and you have (almost) full player simulated immersion. RPG experience point bonus???
On a side note, does anybody recall VR glasses/helmet support for MW2?
Don't forget that it would be a good place to stick the sensor (or whatever it is) for the TrackIR system.
#555
Posted 25 March 2012 - 12:41 AM
Lycan, on 24 March 2012 - 09:17 PM, said:
Don't forget that it would be a good place to stick the sensor (or whatever it is) for the TrackIR system.
A simple gyro (similar to how the PS3/Wiimote motion controls work) in the actual neurohelmet would be entirely awesome as a product gimmick, if they make any hardware.
#556
Posted 25 March 2012 - 03:18 AM

#557
Posted 25 March 2012 - 07:10 AM
#558
Posted 25 March 2012 - 03:22 PM
The things that are bought, and the amounts of RP you can buy don't mesh up at all. You either have to buy too much RP, or wait till things go on sale to buy something for cheap. In both cases you end up with useless amounts of RP that you never get your monies worth out of.
Now there are probably some other things going on here that i don't understand, causing them to choose this method of purchasing things from the store, but i think its the wrong one.
I would like to see things listed in the store for actual actual amounts of money, and not as some special store point system.
My reasons for this are as follows:
-Users can easily evaluate store goods for how much its really worth to them versus how much it costs since there is no price conversion process.
-Users get their entire monies worth out of every single purchase.
-No leftover points that aggravate users
I would rather pay more money for every store item then use some kind of store points system.
I think selling store points (in bundles as opposed to exact amounts) is an underhanded tactic to get people to buy more than they need.
People paying and exact amount of money will walk away feeling satisfied with what they bought, and they will come back and buy more.
The only issue I can think of that arises with this is the amount of transactions with real money that has to be managed. I don't know what other issues this might cause.
Also, if a store point system must be used, i would like to see the option to buy an exact amount of points instead of only preexisting store point bundles. Go ahead and keep the price curve if you want. Make it so that when i only buy enough points to get exactly one thing that i have to pay more, versus if i bought enough points for exactly five things.
Thanks for reading. Also i looked for similar topics, and searched for any existing information regarding this, but I couldn't find much. If there is some existing information or post, please direct me there.
#559
Posted 25 March 2012 - 03:40 PM
Think about it there are people from Russia,UK ,(and all their commonwealth) Gods Country (Minnesota) all of EU, ect. ect....
Edited by FinnMcKool, 25 March 2012 - 03:41 PM.
#560
Posted 25 March 2012 - 04:02 PM
I imagine paying money will either let you buy things that cannot be bought with C-Bills, custom skins or cockpit knicknacks etc, or get a conversion rate into C-Bills, i.e. for buying 'Mechs or equipment, whatever the case may be.
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