

MechLab Talk feat. Paul
#61
Posted 23 April 2012 - 05:03 AM
#62
Posted 24 April 2012 - 02:21 PM
Garth Erlam, on 20 April 2012 - 02:06 PM, said:
Hit a nerve, did we?

Well, on the nice side ... game developers interacting in public forums about their baby (game)? That's a forumla for insanity. No, seriously, it is. I've seen it before; and you'll never *not* get ripped a few new holes (with some salt tossed in for good measure). It seems to be the nature of the beast. So, to quote our ex-philanderer in cheif ... "I feel your pain." Sanity breaks are a necessary thing...
On the constructive side ... it's easier to fix something before it's released, yes? The forums could rightly be considered public beta-testing for game concepts/ideas. Faulty concepts followed = faulty implementations.
On the meanie side... If you release info ... um, we're going to assess it. We're rabid like that, you know ... unless we get into 1984 style tactics of making things go down the memory hole, which I somehow don't think you guys are considering doing.
Edited by Pht, 24 April 2012 - 02:29 PM.
#63
Posted 24 April 2012 - 02:23 PM
William Petersen, on 23 April 2012 - 04:27 AM, said:
Done, since it might stop the flow of "BUT HOW DOES IT WORK" threads. Will unsticky when Open Beta comes out. Or if another mod disagrees. Gwahaha. Also, locked the original Q&A thread, since it seems they're not going to answer any more questions there anyhow. Wouldn't want to use up people's time in asking questions that never get answered.
Lastly, linked that thread to here so that people who still haven't read it yet will be able to when that locked thread eventually gets buried by InnerSphereNews posts.
And so that they'll think I'm doing something.
#64
Posted 24 April 2012 - 03:14 PM
---
The total space in any section of a 'mech: defined by number of "critical" spaces in a tabletop 'Mech record sheet. This amount of space cannot be changed.
Everything OTHER than weapons must fit the amount of unused space and tonnage in the aforementioned section and otherwise follow all other incidental tabletop rules that might crop up (for instance, can't mount jumpjets in the arms or head, that sort of thing).
INSIDE that total space in a section of a mech there are special spaces which PGI is calling "hardpoints," even though they do not behave like MW4 style hardpoints in most aspects.
Inside of these "Hardpoints" are the only place that weapons can be mounted. You STILL must work within the aforementioned "total space" in in whatever section of the 'mech you are working in; you cannot put in weapons larger than the total space. You also can not put in weapons larger than the unused free space in that section.
They ARE NOT (developer, someone who knows, would be nice to confirm this) putting in only one mech for each chassis and trying to make it "work" for all of the many variants of any 'mech in the lore. They are putting in multiple variants of each basic chassis.
Each variant has a unique set of hardpoints. The number of hardpoints in any given chassis DO NOT CHANGE IN NUMBER and may not be moved around the mech from section to section.
-----
Developers, am I right so far? Simple stuff, anyone can follow this!
-----
Now for a few simple questions for clarification:
Hardpoints: are the at least like MW4 in that you can only put energy weapons in an energy hardpoint (weapons type restricted)?
If the hardpoints are weapons type restricted, can the "type" of a hardpoint be changed?
Hardpoints, do they change size?
If hardpoints can change size, can all hardpoints change size to take up all of the free space in any given section in a mech?
---
If Hardpoints change size and can take up all free space in the section of the mech they are mounted in:
A:Must that free space also be contiguous?
B:Or may hardpoints expand size using non-contiguous free space inside of a section?
---
It was stated in an earlier thread that the hardpoints would have further restrictions on what they could mount that are determined on a per-chassis variant basis.
Keeping in mind that we are working inside of the already mentioned restrictions, what is the basic guiding *concept* that guides the team in implementing these further restrictions on any given chassis variant? You have already mentioned that you're doing this, so there's not much cat to let out the the bag, I would guess.

#65
Posted 24 April 2012 - 03:31 PM
Pht, on 24 April 2012 - 03:14 PM, said:
Hardpoints: are the at least like MW4 in that you can only put energy weapons in an energy hardpoint (weapons type restricted)?
If the hardpoints are weapons type restricted, can the "type" of a hardpoint be changed?
I'm going to answer these so more people don't waste brain cells on silly questions.
The Devs HAVE confirmed that hard-points will only be able to mount type-specific weaponry (lasers to lasers, missiles to missiles).
It has ALSO been confirmed that hard-points CANNOT be "swapped out" for another type of hard-point (honestly, at what point did common sense leave your mind while writing the question corresponding to this answer? We'd have Awesomes running around with full AC/20 load-outs if it was possible. "Hard-point" by definition is a structural design intended to hold a weapon or other feature. Please use some common sense before asking your next set of questions.).
Edited by Volthorne, 24 April 2012 - 03:31 PM.
#67
Posted 25 April 2012 - 09:57 AM
#68
Posted 25 April 2012 - 10:18 AM

#69
Posted 25 April 2012 - 01:00 PM
guardian wolf, on 25 April 2012 - 09:57 AM, said:
But if we don't hate on it we won't have anything else to do until open beta!

... Except for hating on mechs with hands... or people wanting quads... or why we don't get clan tech right away... or MADCATS... or......
#70
Posted 25 April 2012 - 01:55 PM
Watchit, on 25 April 2012 - 01:00 PM, said:

... Except for hating on mechs with hands... or people wanting quads... or why we don't get clan tech right away... or MADCATS... or......
... Urbies, LAMS, Battle Armor,
Ok so maybe the last one is something I would like to see in a Mechwarrior game but know it would catch major flak. It's also Level 3 rules from when I used to play so that alone could DQ the notion.
#72
Posted 26 April 2012 - 06:15 AM
#73
Posted 26 April 2012 - 06:24 AM
#74
Posted 26 April 2012 - 12:46 PM
I CAN HAZ NAO?
#75
Posted 26 April 2012 - 11:49 PM
I admit, I haven't looked forward to a MechWarrior game this much sense MW2, and everything I've seen here convinces me that this game is going to deliver and then some. Thank you for your hard work and taking time from what is an undoubtedly hectic schedule to communicate with us, it is appreciated.
#76
Posted 27 April 2012 - 03:38 AM
#78
Posted 27 April 2012 - 07:59 PM
#79
Posted 28 April 2012 - 01:13 AM
#80
Posted 28 April 2012 - 01:17 AM
Soviet Alex, on 28 April 2012 - 01:13 AM, said:
All of which are in line with the rules of the relatively new Strategic Ops released by Catalyst (new rules >>> old rules).
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users