How many Is enough?
#21
Posted 26 May 2012 - 11:09 AM
#22
Posted 26 May 2012 - 11:16 AM
#23
Posted 26 May 2012 - 11:28 AM
#24
Posted 26 May 2012 - 11:33 AM
Daniel Cardones, on 26 May 2012 - 10:18 AM, said:
It looks like we're going to start with 12-14 Mechs which is nice, I'd like to see the game not get any bigger than 32-40 Mechs in time. You should basically have more than enough chassis to choose from if each weight class had around 8-10.
New mech chassis will comprise a big percentage of sales. Especially if they offer "early purchase incentives". You basically take a highly anticipated chassis and then allow people to "pre-order" it, giving them early access to it and mayhaps even some bonus. There will be monetization of a lot of things, none of which give anyone something indefinitely vs. just waiting for it to be released and then purchase it yourself.
#25
Posted 26 May 2012 - 01:14 PM
u dont have arty ,spg...
we have here more specific class...scouts/meds/heavy/assault support/main...clans/merc and many many more .. so forget about WoT..i dont see in MWO "tech trees" like in wot becouse this is ..hard to say..we talking about hundreds of mech..clan mods,or system ..or anything what we could find in history of "mechs"
i think this will be rather in type we develop/buy new standard chasis and then in fight getting exp we get mods... but this is my guess its hard to say how Devs see this...
Comparing MWO to Wot is like trying compare J.R.R.Tolkien to ,.Robert Jordan. or David Weber.
edit.
and i forget about weapons systems and mods..
all will be closed in one thing how many chasis we could have in our "bank" and options to make it bigger.. to keep more from this what we like:)
Edited by Telpher, 26 May 2012 - 01:18 PM.
#26
Posted 26 May 2012 - 01:18 PM
#27
Posted 26 May 2012 - 01:33 PM
#28
Posted 26 May 2012 - 01:43 PM
#29
Posted 26 May 2012 - 01:50 PM
The problem arrives when a year down the line people who have been playing and waiting on their favorite ride still don't have it in the game. For some, there's the nice "Era specific" excuse for all that future-tech. But that excuse doesn't hold up as well if you don't release favorites that do fit into the timeline.
I highly doubt they'll ever get even half the canon mechs into the game, there are just a whole lot of em to make and it's only profitable to a certain point. First to be cut will be those from way out in the future (most likely) but eventually the cuts will slip further and further back. Some easy, some hard.
I know at least one of my favorites is already in the game, one may not ever make the cut (Unseen), and another will depend entirely on how they handle the invasion (clan tech). So really, your best bet is to find a spread of mechs you really enjoy, and hope to get at least one of em in. If we're lucky, they'll manage over time to include a vast assortment to pick from.
#30
Posted 26 May 2012 - 02:03 PM
Edited by Crafhter, 26 May 2012 - 02:04 PM.
#31
Posted 26 May 2012 - 02:09 PM
I think that there's a couple of things that they can focus on. The first is getting mechs at all the weight classes. If you want to run a 65 tonner, you have that ability.
The next step is to focus on the iconic mechs. Of course, a fair number of those are going to run into the Unseen (Warhammer, Marauder, Shadowhawk, etc). That said, Atlas, Centurian, Jenner is a nice start down that path.
Assuming that their timeline has the Clans hitting 12-18 months after launch, I'd hope that they're up to 35-40 of the "core" mechs. Preferably no Star League lostech models yet though.
Oh, and leave the Hatchetman out please. Heh.
#32
Posted 26 May 2012 - 02:14 PM
#33
Posted 26 May 2012 - 02:29 PM
#34
Posted 26 May 2012 - 02:42 PM
#35
Posted 26 May 2012 - 02:45 PM
But I wont cry if there is one for each weight level.
E.g. one for 20,25,30,35 etc
#36
Posted 26 May 2012 - 02:53 PM
#37
Posted 26 May 2012 - 02:59 PM
#39
Posted 26 May 2012 - 03:19 PM
Mainly as mechs go I'd love to see some of those neat 4 legged mechs perhaps more detailed ramming punching kicking cubing damage or even the abilitty to pick up club weapons. The 100 mechs they have in the current MW4 mercs mod by mektek seems about in the right area although many of those 100 to me are worthless in the current game system configuration and balance in open come and go team battle servers (unless dying in the wrong equipment is ur thing) I'd start with a modest number of mechs (maybe 20 or so) for players to acclimate to them slowly incorporate more chassis based on the desires of the playing community. Always wanted the option to have usable vehicles playable from the pen and paper game like hover tanks and swiftwind cars, ammo and coolant reload trucks choppers planes, all that sweet variety
#40
Posted 26 May 2012 - 03:23 PM
As long as mechs are not introduced before we reach a certain point in the story line with the passage of time I see no reason not to include all of them.
More mechs and more variants = more diversity of play style.
What I may never consider piloting may be someone else's dream mech.
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