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"guilds" in MWO


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#21 renegade mitchell

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Posted 04 April 2012 - 02:47 PM

View PostLakeDaemon, on 04 April 2012 - 02:42 PM, said:

Seems to me that the term guild falls in the same list of terms used to describe player-created groups in general.

So far we only know that MWO will have House Factions, Mercorps, with lonewolf players unaligned. But, I cant imagine that PGI would force players to join their predefined groups or none at all. Players have always formed their own brotherhoods, some are well known in MW circles and are more than a decade old, so my guess is that these "clans" who reform in MWO will align themselves with a House faction (or a Clan later). They could consider themselves as an irregular or regular division of the House’s forces.

Based on that, what I expect to see is that most new players who joined a Faction at first will be attracted to a player-created group eventually because they want brotherhood, camaraderie, personal training, and organized leadership that may be harder to get in a Faction that has thousands of players.

I think it’s a given that Mercorps will be player created and player lead units unless MWO forces players to choose from pregenerated canon-based merc units.

Perhaps PGI will allow more flexibility in how a player-create group can define itself in game and maybe a Guild can exist with its own merchant marine defense forces. These wouldnt battle for planetary control but they would probably battle like a Merc in the interest of their guild.


QFT.

#22 Turbo Corvair

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Posted 04 April 2012 - 08:49 PM

I suppose I should try to further clarify. I feel that we know pretty well what the deal is with Mercs and lone wolves, what we want is more detail on how the "special units" in the house factions will work, and whether or not they will be a truly viable alternative to joining a merc. corp.

As it is right now it sounds like the only way to get a guild like experience is going mercenary. I'd like to see the "special units" in the factions provide an interesting (though different) alternative.

#23 The Bounty Hunter

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Posted 05 April 2012 - 06:14 AM

View PostPaul Inouye, on 02 April 2012 - 07:50 PM, said:


Lone Wolfs - Like long walks on the beach and horseback riding.


Please do not forget whiskers on kittens and blue satin sashes. Those are some of The Bounty Hunter's favorite things.

Edited by The Bounty Hunter, 05 April 2012 - 06:25 AM.


#24 Cochise

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Posted 05 April 2012 - 06:20 AM

View PostPaul Inouye, on 02 April 2012 - 07:50 PM, said:

Merc Corp - No faction alignment but will take contracts from the highest bidder and will earn loyalty with factions they support more often than the others.

Faction Players - Aligned to a faction and fight for the honor of that house.

Lone Wolfs - Like long walks on the beach and horseback riding.



But wait..... Your signature say "Minister of Misinformation"

It could be a trap.

#25 GD26

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Posted 05 April 2012 - 06:30 AM

Quote

Paul did it again... - NightFallsOnU


He always does it…
The flip side is that in this case, he did it right! :mellow:

#26 Dihm

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Posted 05 April 2012 - 06:54 AM

View PostTurbo Corvair, on 04 April 2012 - 08:49 PM, said:

I suppose I should try to further clarify. I feel that we know pretty well what the deal is with Mercs and lone wolves, what we want is more detail on how the "special units" in the house factions will work, and whether or not they will be a truly viable alternative to joining a merc. corp.

As it is right now it sounds like the only way to get a guild like experience is going mercenary. I'd like to see the "special units" in the factions provide an interesting (though different) alternative.

Let's see if I can get my WoW reference right, I only played a bit of it here and there.

Joining a faction is like joining the Horde or Alliance. Joining a "special unit" is like getting Exalted with a group. It involves no player organization, but you get in game benefits. Joining a Merc Unit is like joining a Guild.

#27 Alecxei Wolf

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Posted 05 April 2012 - 06:55 AM

really whay I am worried about is the possibility of them forcing factions to follow the cannon storyline, i mean take rasalhague, they fight to gain their freedom from the combine only to have it stripped away by the clans. my chief worry is them forcing factions into obliteration, just for the sake of the story. to me i think the last century especially including the dark ages should be considered an innershpere man's dream, and while it is a nice one, things are going to go terribly different here now that we are back in reality.

#28 Dihm

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Posted 05 April 2012 - 07:02 AM

None of the factions, not even Rasalhague, get destroyed any time soon though. Unless you count St. Ives, which isn't playable at this time. The first "factions" you'd see "destroyed" would be the Nova Cats, who integrate into the Combine at the start of Operation Bulldog, followed by Smoke Jaguar at the end of it. Many many years away.

#29 Max Grayson

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Posted 05 April 2012 - 07:39 AM

View PostRenegade Mitchell, on 04 April 2012 - 02:33 PM, said:



All good except Lonewolves. I have posted my concerns about it, I feel you Devs should remove.
My main concern is Lonewolves joining other lonewolves against an experienced, veteran team. How do you think they will fare against said team? Anyway to get said lonewolf to join a faction, clan, IS house, Merc team, etc...?
Quite honestly, being a vet from past MW games, and various leagues, I can say, these lonewolves stand no chance, and may push them away. Just a suggestion.


It really depends on how the game play is set up. Will there be quick battles where players que and matchmaking system determines a 12v12 quick battles similar to Wot, and/or is there house vs house (merc vs merc) battles only where the better group/team wins. We really do not have enough information at this time.

However i see no problem being a lone wolf if there is a quick battle system similar to Wot with 15v15 Pug groups its a coin flip on what the outcome is. It all depends on how many window lickers are on each team

Edited by Max Grayson, 05 April 2012 - 07:40 AM.


#30 Salesninja

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Posted 05 April 2012 - 07:48 AM

Ok...assuming this is remotely close to "how it will be". The incentive for being a dedicated house unit is...ease of getting faction rep with 1faction only? Will there be support for house units at all? Or will you have to make a merc group and call it a house unit? I hope not

Would love some dev comments here.

Also assuming the clans invade, etc. davion, Liao and Marik are basically out of that fight? I mean one could make the fedcom argument, davion troops in Steiner space, but that seems tough to implement. I was leaning towards signing on with a Marik house unit, but I want to fight the clans!

#31 Dihm

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Posted 05 April 2012 - 08:41 AM

The "House units" will be the "special units" that faction players can join. "Support" for them will include skins and insignia and such, as far as we know. They will be in game and join-able with certain Loyalty Point requirements (depending on the unit), but will not be player run.

#32 brooksie9900

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Posted 15 February 2013 - 10:26 AM

i need a nwe guild anyone recuiting?

#33 Daiichidoku

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Posted 15 February 2013 - 10:33 AM

View PostPaul Inouye, on 02 April 2012 - 07:50 PM, said:

Lone Wolfs - Like long walks on the beach and horseback riding.




Edited by Daiichidoku, 15 February 2013 - 10:34 AM.






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