Jump to content

Community Questions 4 - Role Warfare


71 replies to this topic

#1 Garth Erlam

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,756 posts
  • Facebook: Link
  • YouTube: Link
  • LocationVancouver, BC

Posted 01 February 2012 - 10:00 AM

This month’s theme is all about Role Warfare.

Read this http://mwomercs.com/support#faq and this http://mwomercs.com/...-blog-0-reboot/ first.

Rules:
  • Read the entire thread before posting a question.
  • Only questions about Role Warfare please.
  • Do not reply, discuss, or respond to any questions in this thread.
Keep it clean please. The easier it is for use to read, the more likely we’ll answer your question.


Now get to asking, we can't wait to see your questions!

#2 CoffiNail

    Oathmaster

  • PipPipPipPipPipPipPipPipPip
  • The Cub
  • The Cub
  • 4,285 posts
  • Facebook: Link
  • Twitter: Link
  • LocationSome place with other Ghost Bears. A dropship or planet, who knows. ((Winnipeg,MB))

Posted 01 February 2012 - 10:06 AM

Can Lyran Atlas's get scouting abilities?

#3 Ghost

    Com Guard

  • PipPipPipPipPipPipPip
  • 881 posts

Posted 01 February 2012 - 10:09 AM

View PostCoffiNail, on 01 February 2012 - 10:06 AM, said:

Can Lyran Atlas's get scouting abilities?


Let me expand on this. Can 'Mechs be customized to change their roles (beyond merely modules and pilot skills)?

I also have a nagging question in the back of my head: Do 'Mechs need to use special modules in order to take advantage of target information provided by scouts?

Oh, and one more: What distinguishes a company commander from a lance leader? Are these roles selected before the battle starts or is there some sort of "vote" or "join" option once the round is started?

#4 Nik Van Rhijn

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,905 posts
  • LocationLost

Posted 01 February 2012 - 10:19 AM

In line with Ghosts last question. Do both Lance and Company commanders need to be preselected in all games?Will there be a module available to commanders from the start or will the battle grid be available once someone is designated as a commander? Does this mean that you have a "persistant" mech even if theoretically "destroyed" in a match?

#5 IxxxI

    Member

  • PipPipPipPipPipPip
  • 360 posts

Posted 01 February 2012 - 10:25 AM

How number of players in each role is going to be balanced?
Let say there are plenty of assault, command, defense contracts signed and ready for deployment, but there are no free scouts around, does that mean, that other players will have to wait in some sort of queue until a scout-role player would sign a contract?

Edited by IxxxI, 01 February 2012 - 10:27 AM.


#6 Dihm

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,312 posts
  • Google+: Link
  • LocationPlanet Trondheim

Posted 01 February 2012 - 10:26 AM

When you unlock Pilot Points on the Battlemech Tech Tree (which are then assigned to the pilot avatar), do you carry those Pilot Points that you have learned (on your pilot) from one mech chassis (the one you gained the experience on and unlocked the Pilot Point with) to another mech chassis which has no experience?

#7 TheRulesLawyer

    Member

  • PipPipPipPipPipPipPipPip
  • 1,415 posts
  • LocationChicagoland

Posted 01 February 2012 - 10:26 AM

Are there going to be re-specs, either for pilots or mechs? Or once you choose a path are you stuck?

#8 armitage

    Member

  • PipPipPipPipPipPip
  • IS Exemplar
  • IS Exemplar
  • 396 posts
  • LocationCA

Posted 01 February 2012 - 10:26 AM

The importance of protecting the commander has been suggested on multiple occasions. In a "quick match", if either the lance commander or company commander turn out to be incompetent how much of a handicap will that incure for the team?

Will certain abilities be completely unavailible to the unit, or will a penalty be added to their use? Obviously it will be hard for some players to always play with consistent group of people so as awesome as the different roles are I am concerned with the gapping hole they may become if you have 1 important player drop the ball for everyone else.

#9 TheRulesLawyer

    Member

  • PipPipPipPipPipPipPipPip
  • 1,415 posts
  • LocationChicagoland

Posted 01 February 2012 - 10:30 AM

Is Mech XP for a specific variant, or does it extend to all varients of the chassis? Can we expect some cross over for mechs with similar armament, or similar chassis, or do we start at zero for everything?

#10 Fresh Meat

    Member

  • PipPipPipPipPipPipPip
  • Bridesmaid
  • 779 posts
  • LocationMannequin Republic

Posted 01 February 2012 - 10:30 AM

Would you clarify what enhanced targeting and assistance modules will do for the player, is it more in line with decreased missile lock on time or is it an assisted aiming effect that will artificially increase a pilots skill?

#11 Dihm

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,312 posts
  • Google+: Link
  • LocationPlanet Trondheim

Posted 01 February 2012 - 10:31 AM

Do you feel that this Role Warfare design enables you to have mechs of any class fit in to essentially any role, like was found classically in Battletech? Do you feel that this design enables you to have something like the Urbanmech, which is a Light mech whose primary function is being a cheap, replaceable unit for city defense? Or to enable a mech like the Charger to function, which is an Assault mech whose primary function is as a scout.

#12 Hador

    Member

  • PipPipPipPipPipPipPip
  • The Ironclad
  • The Ironclad
  • 545 posts

Posted 01 February 2012 - 10:39 AM

Is it possible to make your MW "multi role" skilled using the Pilot Points?

Or are these exclusive trees?

If not, are the PPs in any way limited (or just requiring more and more XP)?

#13 Ansel

    Member

  • PipPipPipPipPipPip
  • 471 posts

Posted 01 February 2012 - 10:42 AM

"skew their attributes to heavier armor"

I would like clairification of this statement

Does it mean that the attributes that a pilot gains can effect the ammount of armor or hp a mech has?

#14 Threat Doc

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Bowman
  • The Bowman
  • 3,715 posts
  • LocationO'Shaughnnessy MMW Base, Devon Continent, Rochester, FedCom

Posted 01 February 2012 - 10:50 AM

To sort of expand on two questions previously asked, about command, will command in any drop be established automatically by rank, or is it chosen prior to launching into the drop, for each drop? I ask because people do not generally make rank unless the Command & Staff are frivolous with their rank structure or they have not earned it.

How difficult will contracts be to negotiate, or will contract negotiations prior to drops be restricted to those with permissions set in the Merc Corps HQ? I ask because I know all of my people will not fit into a 12 v 12 or smaller drop, and they will not want to sit on the sidelines, so I intend to open up contract acceptance to others in the unit, should that become necessary. After all, single drops for each contract will not keep all of my people in-play, as they would like to be.

Thank you.

#15 GargoyleKDR

    Member

  • PipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 404 posts
  • LocationBlaine, WA

Posted 01 February 2012 - 11:08 AM

Bryan Ekman has stated...

Quote

Each `Mech has a role on the battlefield and is fully customizable by the player using an intuitive menu system called MechLab. Customizations include weapons, armor, along with other accessories, and modules. Players earn an in-game currency, called C-Bills which is used to buy new `Mechs, equipment, ammo, and perform repairs.


The Role Warfare information states...

Quote

After each match XP is stored in the last BattleMech used. This pool of XP can be spent on BattleMech efficiencies. Each BattleMech chassis has its own pool of XP and custom Tech Tree. At certain branch points in the BattleMech Tech Tree, a Pilot Point is awarded to the player.

and...

Quote

Each branch under the BattleMech’s Tech Tree represents attributes that fall into the Role Categories


Is the customization of a Mech directly tied to the Mech's custom Tech Tree? Does the Mech's Tech Tree limit in any way the "fully customizable" options (other than the number of modules that are able to be mounted) such as weapons, armor, and other equipment?

#16 BarHaid

    Member

  • PipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 1,070 posts
  • LocationMid-Cascadia

Posted 01 February 2012 - 11:10 AM

Let's harp on mech XP some more, and the distinction between pilot and mech XP. Let's say you level up your mech and pilot through a series of battles, and then one fateful day you have your ride completely destroyed. Do you lose all mech XP and start over in a new mech, but retain your buff pilot abilities? Does some ghost of your previous mech magically transfer to the new one? Also, you have unlocked modules with your pilot points, but you have to actually buy them at the store to install on your mech. Is it a valid inference that you will have to buy these modules every time you have a new mech?

Edited by BarHaid, 01 February 2012 - 11:15 AM.


#17 CobraFive

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,174 posts
  • LocationAZ, USA

Posted 01 February 2012 - 11:20 AM

It sounded like there will be three commanders on the field at a time (2 lance commanders and a company commander). Are the other roles also limited in their deployment (IE one scout per lance, etc)?

and

Given the nature of the "Command" role, is it something that is going to be available to many players? Or is a pilot specializing in this role expected to be a part of an existing gaming community (Guild/Clan analogue)?

#18 Orcinus

    Member

  • PipPipPipPipPipPip
  • Knight Errant
  • 346 posts
  • LocationYour Left Flank

Posted 01 February 2012 - 11:22 AM

View PostHador, on 01 February 2012 - 10:39 AM, said:

Is it possible to make your MW "multi role" skilled using the Pilot Points?

Or are these exclusive trees?

If not, are the PPs in any way limited (or just requiring more and more XP)?


Similar to this question, but what will happen for players whose rolls overlap?
Such as the lance commander for a scouting lance (Scout + Commander)

Will there be branches that go between pilot skill trees?
Will certain skills require skills from other trees as a prerequisite or for a bonus?

#19 GargoyleKDR

    Member

  • PipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 404 posts
  • LocationBlaine, WA

Posted 01 February 2012 - 11:27 AM

From Role Warfare information:

Quote

The player first starts off by selecting contracts or entering quick matches and playing the game in general.


From Community Warfare information:

Quote

The battle for control over faction planets is a simple war of attrition. The faction with the most influence over a particular planet occupies it. By virtue of simply competing in online matches, faction players contribute influence points to target planets.


Do faction players select contracts when fighting on a faction world, or do they use quick matches to contribute influence points to target worlds? What is the difference between contracts and quick matches?


Edit: The term contracts is something I traditionally associate with Mercenary Corp players rather than Faction players. It is easy to see that the term could be extended to all players for consistency, but I'd like confirmation of that.

Edited by GargoyleKDR, 01 February 2012 - 11:41 AM.


#20 phalanx

    Member

  • PipPipPipPipPipPip
  • 247 posts
  • LocationBenjamin District

Posted 01 February 2012 - 11:30 AM

How does Role Warfare affect the Battlegrid?Will certain Role Warfare-related unlock more functionality for the Battlegrid?





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users