#341
Posted 23 April 2012 - 07:56 PM
#342
Posted 23 April 2012 - 08:01 PM
Rejarial Galatan, on 23 April 2012 - 07:56 PM, said:
i see. well i hope, whatever the dev's do they do it well and make the game fun...even for turtle matches
#343
Posted 23 April 2012 - 08:10 PM
#344
Posted 23 April 2012 - 08:27 PM
#345
Posted 23 April 2012 - 09:08 PM
reloading areas are definitely on my list based on past mechwarrior games keeping in mind that i'm generaly a fan of energy boats for games like this because ammo always seems to run out quickly in real time versus how long it lasts in the board game
Edit: and before people shout me down with "just change your weapons" remember folks this is using the Hardpoint system ALA mechwarrior 4 you can change the exact weapon in a slot but not the type ammo based chasis cannot be turned into an energy boat
Edited by NeoDac, 23 April 2012 - 09:12 PM.
#346
Posted 23 April 2012 - 09:16 PM
#347
Posted 23 April 2012 - 09:21 PM
#348
Posted 23 April 2012 - 09:24 PM
Solarflux, on 23 April 2012 - 09:21 PM, said:
flawed logic man. There are mechs that cannot pack in ALOT of ammo tonnage wise. What of them? Look, it boils down to this, no way to reload or repair removes a bit of immersion and for some, immersion is where its at.
oh also: what if you take a critical hit to the location you have say 10 tons of ammo stored because you wanted to make sure you didnt run out? NOW you have an issue, you just lost a major portion of the machine. See? reloading. Lets make it happen!
#349
Posted 23 April 2012 - 09:55 PM
Strategically, all energy weapons need are spares and spare parts. So long as they don't break, they keep working, while munitions-based weapons will need (duh) ammunition, in addition to spare parts, spares, lubrication, &c. Since the system is based off of those of a unit or individual purchasing items that they require, it means that the need to keep a stockpile of ammunition on hand, and to regularly replenish it, which will cut into operating expenditures (although ammunition costs might be pro-rated by a client as part of their contract, it will still mean spent money). In terms of logistics, ammunition is huge, but so are rations, spare parts, auxillary personnel, support (dropships, arty, infantry, aircraft, AFVs, &c.).
Given that the game has strategic depth, I see little reason to burden the players, tactically, with munitions issues, except when they have failed to maintain their logistics chain on the supply side (either by running out of money/failing to maintain an adequete supply or by losing their support to enemy action) or in situations where 'the fuel outlasts the ammunition'. In the former instance, resupply is practically a nonissue, at least until the player is able to reestablish their logistics. In the latter, resupply should be an option, provided that the player is able to withdraw to a resupply point (whether this is practical within the tactical scope of the game is another issue, but if you start with full magazines and deplete them, you should be able to replenish them).
#350
Posted 23 April 2012 - 10:06 PM
#351
Posted 23 April 2012 - 10:26 PM
Magnificent *******, on 23 April 2012 - 10:06 PM, said:

C'mon, all the cool kids are doing it.
Get it? They're cool because heat mechanics are turned off.
#352
Posted 24 April 2012 - 05:03 AM
Magnificent *******, on 23 April 2012 - 10:06 PM, said:
thats pretty cool of topic story,just to let you know,ammo refit doesnt have anything to do with unlimited ammo and no heat options,you will still run out of ammo fast and die becose of that or get graped while shutdown from heat....
#353
Posted 24 April 2012 - 10:29 AM
#354
Posted 24 April 2012 - 10:42 AM
Generally write those when I am tired and part of that is forgetting to break it up. Wrote professionally for a long time, technical stuff etc, so would write one solid piece then come back and fix it.
chris
#355
Posted 24 April 2012 - 01:37 PM
Atayu, on 24 April 2012 - 10:29 AM, said:
The point is ressuply at your LZ, when u run out off ammo surrounded by jenners you are out ... u are dead
Empty mech is supposed to return to LZ & either ressuply or call for pick-up, depending on gamemode.
#356
Posted 24 April 2012 - 06:02 PM
I'm for reloading at LZ's (or at your dropship, etc) Some Mechs were just not designed for prolonged engagements. (Missile boats, and carriers of AC-20's for example) and require field reloading.
#357
Posted 24 April 2012 - 06:24 PM
Edited by Rejarial Galatan, 24 April 2012 - 06:25 PM.
#358
Posted 24 April 2012 - 06:55 PM
#359
Posted 24 April 2012 - 07:00 PM
#360
Posted 24 April 2012 - 07:50 PM
Ravn, on 24 April 2012 - 06:55 PM, said:
I dont mind spending 10 minutes in a MFB to get even YELLOW level armor welded in place. But, who says repairs in terms of GAME PLAY gotta take super long? while MW3 had its issues as did MW4, it could be made to take just a minute or two to keep game flow.
also, who cares if we are hot dropped, who says we are the first there? a supply chain could be waiting in country for us
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