Jump to content

Integration of Clan tech


7 replies to this topic

#1 Lasgo Treem

    Rookie

  • 6 posts

Posted 18 May 2012 - 09:20 AM

I don't know how long it took the IS to integrate clan tech after the invasions began. I assume it took a number of years and that it won't take nearly that long in MWO. That being said, there are some considerations to think about regarding clan tech.

In my view, there should be a delay before we are able to obtain clan tech. We should hear about the invasion via the ISN Network updates and any other methods of information distribution (I know MWO is not rpg). It should take awhile for salvaging to occur and for IS techs to learn how to integrate the new tech. I don't have any real waiting time in mind but I think it should be a couple of months at least.

Also, when clan tech does become available, I think we should only be able to obtain a little bit at a time. There are many methods PGI could use to gate the acquistion of new clan tech. I'm not wedded to any particular way however.

I think it's important to limit clan tech availability for a couple of reasons. First, I'm sure that we will be able to purchase clan tech with real money transactions in addition to earning enough C-Bills to buy them by playing the game. I think that is perfectly fine. But if clan tech is acquired slowly, then it will allow the community of players enough time to get the tech without RMT for those that want to earn it buy playing. It helps get around any play-to-win problems that some may have.

Secondly, it gives more players time to get the new tech and stay competitive. Some people can't play as much and some are just not as skilled. Without a slow release of clan tech, we could see full lances and companies quickly outfitted with clan tech while others have little. There's no way to completely avoid that and I don't think it should be completely eliminated, but I do think the power imbalanced could be minimalized a bit.

Lastly, it makes more sense in light of the Battletech universe. I know this game is not an rpg. But with a nearly 30 year history of development, and with thousands of pages of source material from Battletech, Mechwarrior, and the novels, this IP is more then Mechs running around shooting each other--at least to many of us. We hope to be apart of the IS in the 31st century as much as our imaginations allow.

#2 Nik Van Rhijn

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,905 posts
  • LocationLost

Posted 18 May 2012 - 10:50 AM

There's a far better way - just don't mix it. IS should not use Clan tech or mechs. If limited availablity the it's a big "I win" button for those that have it. The IS has its own re-engineered tech that will be slowly introduced. If you want Clan tech then play Clan.

#3 Morashtak

    Member

  • PipPipPipPipPipPipPipPip
  • Mercenary
  • 1,242 posts
  • LocationOntario, Canada

Posted 18 May 2012 - 11:11 AM

Still a year away.

Let's worry about balance with the tech we know of now, eh.

#4 Victor Morson

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • 6,370 posts
  • LocationAnder's Moon

Posted 18 May 2012 - 01:13 PM

View PostNik Van Rhijn, on 18 May 2012 - 10:50 AM, said:

There's a far better way - just don't mix it. IS should not use Clan tech or mechs. If limited availablity the it's a big "I win" button for those that have it. The IS has its own re-engineered tech that will be slowly introduced. If you want Clan tech then play Clan.


You know those IS experimental chassis that support Clan tech and such in the fiction? There's another way to handle this: Offer new variants that can support Clan slots, but only a few.

For example, you could get a Clan experimental upgraded Commando, with a pair of Clan missile hardpoints in addition to the normal ones. Or another model might be able to support Clan XL Engines and not even have Clan hard points.

I think it'd keep the tech in check, not really break the puretech rules and not horrendously overpower the designs (while making them upgrades).

Edited by Victor Morson, 18 May 2012 - 01:14 PM.


#5 Noble

    Member

  • Pip
  • 18 posts

Posted 18 May 2012 - 10:50 PM

I think you should be able to salvage clan tech from a clan mech or an IS using clanner tech (Give it like a 5% chance of this happening) then you should go into researching it. This could take to days to weeks, once its researched and such your mech crews know how to apply it upon the mech you wish too.

#6 Gremlich Johns

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 3,855 posts
  • LocationMaryland, USA

Posted 19 May 2012 - 06:45 AM

Mixing tech will ruin the game.

#7 Strum Wealh

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Raider
  • The Raider
  • 5,025 posts
  • LocationPittsburgh, PA

Posted 20 May 2012 - 08:26 AM

What about imposing some of the TT's limitations on mixed-tech units?

For example:

Quote

Clan/Inner Sphere Incompatibility: For any attempt to use a Clan component to replace an Inner Sphere one (or vice versa), add an additional +4 modifier to reflect the basic incompatibility of the two technologies.

-----

However, players need not observe the standard construction prohibition against mixing technology bases when customizing units.
Clan parts can be installed in Inner Sphere units and vice versa, though such modifications may be a bit more difficult than standard replacements. Note that all other standard construction rules still apply.
For example, a player could install Clan double heat sinks on an Inner Sphere ’Mech originally equipped with double heat sinks, but he could not install them on a unit originally equipped with single heat sinks.
(From the CBT Master rules, pgs. 87-94)

In other words: allow mixed-tech 'Mechs, but make it limited capability (e.g. can't replace IS single heat sinks with Clan DHS (or vice versa), can't override weapon hardpoint restrictions) and limited access (e.g. one has to go to one of a few a specific facilities - such as Battle Magic, on Outreach - and pay a very steep c-bill fee for installation, or train-up their unit's technicians to an "Elite level" (which will take time, and assumes that such unit management is even possible)).

Your thoughts?

#8 Jonas

    Member

  • PipPipPipPipPipPip
  • 302 posts
  • Google+: Link
  • Facebook: Link
  • LocationHot Springs Ar.

Posted 20 May 2012 - 08:57 AM

Mixing Tech will not ruin the game. I have played the game from the first TT to the current TT and all of the Mechwarrior games on every system that had them. Mixing tech is a good thing if done right. I think It adds spice to the game and besides we are a year away from the Clans. Salvage has been in the game since day one. Now I do think it should be expensive to buy ( and limited on the market for the first few months or even years ) and repair I also think you need to pay a little more to mount it on your Mech. I also think it can be lost ( as in if its takes a hit it may or many not be able to fix it since we cant build Clan tech.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users