Piddles, on 07 April 2012 - 09:29 PM, said:
Those saying to be Clan you have to got through Trials, earn the right to be Clan or your Mech or your Rank or anything, need to remember MWO isn't being designed as a role playing game and those that say the Clans should only be PVE need to remember the devs saying their is no PVE in the game.
It's not about the RP, Piddles, it's about the power of the Clans, for which we've not heard if, or how, the devs have explained they're going to limit the Clans, except for Zellbringen. No bidding, to the best of my knowledge, no restrictions on whether they will only be able to take one Star of 'Mechs and one of Battle Armor per IS Company -oh, that's right, there won't be any Toads in this game, as far we know, will there-, and with Zellbringen, forcing the Clans to fight one-on-one doesn't work because as soon as a second IS 'Mech fires on an OmniMech, it's on, Grand Melee time, baby. There are going to need to be some brakes put on the Clans somehow.
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Anyone should be able to logon and play the faction they want, if it be clan or IS (and i'm picking IS unless the Clan Tech is so unbalanced it's pointless to be anything else - which is what i'm expecting). I do like the idea of acting out the Clan practices, but I think that will have to be implemented by the players themselves in how they setup and run thier created Clan/Merc unit.
Even you admit the power of the Clan tech is utterly ridiculous; this is why so many people, when these forums first opened, all the way to today, have been asking why the change in time-line. Again, however, I point out that the devs have already expressed that the more relevant mercenary units will not be playable because of their part in countering the Clan invasion, and other important parts of IS history post-3049; so, maybe they'll also keep players from playing the most important elements of the Clans, as well.
I want to see what the devs are going to do with regards to this, but I hope whatever brakes they do decide to put on are going to be serious enough because, if people begin to switch over to the Clans, it WILL be a mass exodus, period. Why do I say this: if PGI only allows the elite folks, those who test out well enough, to join the Clans, of those who fail to test out with the uber-powerful Clans, a high percentage of those folks will leave the game, period, rather than returning to the weaker Inner Sphere. Look, I'm a merc through-and-through, and I don't want my unit or I to be trounced, but in order to beat the Clan advantage, we're going to have to do the same things Kay Allard-Liao, Victor Davion, Hohiro Kurita, and Shin Yodama did, and that's cut down that range advantage to nothing with foil packs, heat generators, and shunting power from upper heat sinks to leg heat sinks only. Are any of those going to be possible in this game? I don't know, but I'm thinking not bloody likely.
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edit - I also wouldn't want to have to play through years of Academy training to get accepted into a House unit
I think playing through minutes of basic training, for 'Mech piloting as in previous games, would be very good, and then allow players to develop maps for further training in tactics, weapons use, etc.
geck0 icaza, on 07 April 2012 - 11:10 PM, said:
Amen. Thank god the devs have good sense and this group is NOT in charge of the game. Cause if they were the game wouldn't last 3 months.
Thank God, however, that the devs are listening to us, so they can see where we would like to see this game fall, and thank God that there are good people here willing to discuss it, even if we might get a little rowdy from time-to-time.
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"Wanna play this faction? well, do 3 months of academy training", "wanna join that unit? well they are special, you gotta do survival training for a week", "What? that faction? you gotta play the game 24/7 until the community decides to let you play as them.". "In fact you know what, fill out an application, submit your resume before you even play the game"
I've actually heard this latter one recently. The fact of the matter is that each unit SHOULD have the ability to put the people who come to them into training to help them learn the ropes of how the unit operates. I've already devised a basic written statement for each training map I would want to build, and the Victory Conditions (VC) for successfully completing it. Again, I don't believe there needs to be an extended training period, but it would be awfully nice to see the ability to test out warriors and, as far as the Clans go, if the devs will allow them to be a playable faction, at all, they should be a very exclusive club.
Blkcat, on 08 April 2012 - 02:20 AM, said:
For all those saying that clanners should have to do some kind of RP trial in order to get into the clans, then you should also have to RP out your accadamy training and graduation tests for IS pilots, which should be equally hard. After all, wasnt it a Liao who gained the highest test score that anyone, IS or Clan, had ever seen?
I agree, a short training period, for familiarization with controls, the skill bonuses, 'Mechs, and modules of the individual Houses, and a test-out period to ensure someone can at least achieve a 1:1 Kill Ratio, would be a very good idea.
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If individual clans want to have trials for their organization, thats on them, but expecting the game to block players from only one faction based on 'skill', thats just dreaming. Time to pull your heads out of the clouds, and return to reality. You dont like clanners, we get that, but to try to 'cook' the numbers by trying to get the game to back your hate, thats just silly.
Something you fail to realize is that the Houses and, most likely by extension, the Clans, will have a decentralized leadership. There will be NO House leaders at game start, and the devs have all but poo-poo'd the idea of having anything but organized Regiments at any point, to the best of my memory. The Clans will be decentralized, as well, meaning that a training program, and the map(s) to go with it, would need to be set in place for the game, and ToPs would become necessary to prove the rank, position, and 'Mech of each member of the Clan. I guarantee you that those who are on top of the Clans, now, will not find themselves on top if Clan means and traditions are established true to lore.
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As it turns out, just sounds like some of you are crying because you cant have the shiny clan tech and your House to boot. Trade offs folks, life is full of em.
For my part, I don't want the Clan Tech, to begin with, and the only reason I've piloted it in previous MechWarrior games was a direct result of wanting to finish the game. I will probably pilot my much-preferred Catapult until my beloved Wolverine comes out, and then I'll sacrifice 10 tons to drive my favorite 'Mech.