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How many Is enough?


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#21 Vulpesveritas

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Posted 26 May 2012 - 11:09 AM

It's never enough; once we have all the canon mechs JUST ADD MORE! (but none with lava cannons or force fields please. By the gods please.)

#22 Sassori

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Posted 26 May 2012 - 11:16 AM

At /least/ 20 mechs. One for every weight from 20-100. At least. Then preferably double that number so that we have options at every weight point. That'd be ideal imho, in the end, all of them. I want every mech in the books as per the timeline available eventually.

#23 Sigmund Sandoval

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Posted 26 May 2012 - 11:28 AM

This is the sure way to more revenue and an easy way to add content to keep things fresh and interesting. One of the great things about this game is that they have so much to draw from and if they just keep the mechanics consistent they can model a mech, put in the variables for variant weapon loadouts and they have added a whole new dynamic to the game.

#24 Aegis Kleais

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Posted 26 May 2012 - 11:33 AM

View PostDaniel Cardones, on 26 May 2012 - 10:18 AM, said:

Basically how many mechs TOTAL do you think should be included in the game and why?

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 Telpher

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Posted 26 May 2012 - 01:14 PM

Please stop telling WoT this WoT that..its different system...mechanism..times.
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 AussieGiant

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Posted 26 May 2012 - 01:18 PM

I'd like to see all of them over time. Diversity is a great thing.

#27 Raven Starbinder

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Posted 26 May 2012 - 01:33 PM

start with 12, roll out as much as the storyline will support.

#28 Orion T Baxter

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Posted 26 May 2012 - 01:43 PM

I think that only the core mechs from the original game should be done...If you are going to bring the game back to its roots stick with the roots.

#29 Tryg

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Posted 26 May 2012 - 01:50 PM

The trick becomes getting everyone's favorites into the game. I'm certain every mech has at least a small group of supporters. And there are a lot of mechs. So choosing who gets left out in the cold becomes difficult. Choose poorly and you risk players 'losing interest' because they can't use the mech they're after. At launch, people will be understanding, a handful of mechs will suffice for a while.

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 Zek Dtonik

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Posted 26 May 2012 - 02:03 PM

All the mechs possible, but that is not so difficult to acquire or completely in cash ;) have fun guys!!

Edited by Crafhter, 26 May 2012 - 02:04 PM.


#31 Enaris

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Posted 26 May 2012 - 02:09 PM

I've got at least two Unseen that I doubt I'll ever see (Archer and Rifleman).

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 G34R B0X

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Posted 26 May 2012 - 02:14 PM

what i want to see... All of them >.<.... but realisticly, id say at least a few dozen. a good number to start with would be 60ish. get a good number of scouts threw assult, and maybe a few unique mechs, (as in for the love of god please put in quads or elementals) tho if you take a play from the LoL game, youll start off with a lower number and relase a mech every other week or so, ... possibly new weapons, and custom paint jobs. to little mechs, and the people will rage, to many and ...well can there be to many?

#33 Pusspuss

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Posted 26 May 2012 - 02:29 PM

You can never have enough mechs. But I would say I want to see at lest 10 for each house.

#34 Evil Ash

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Posted 26 May 2012 - 02:42 PM

THE MORE THE MERRIER, however i would like to see a larger selection of lighter mechs vs heavier mechs, it'd give something new and inexpensive to pilots. (granted if you've piloted all the mechs, you still get to ride em' in MWO ;) ).

#35 Woodstock

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Posted 26 May 2012 - 02:45 PM

All of them.

But I wont cry if there is one for each weight level.

E.g. one for 20,25,30,35 etc

#36 SideSt3p

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Posted 26 May 2012 - 02:53 PM

All of them! Let's get the entire 'Mech catalog and then PGI can make new ones!!

#37 Kudzu

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Posted 26 May 2012 - 02:59 PM

I don't think there will ever be enough, but what I would like to see is that instead of new designs trickling in one or two at a time they are released in groups to keep the variety up. (Think of when WoW gave shaman/pallies to both sides or the release of deathknights.)

#38 Ratzap

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Posted 26 May 2012 - 03:16 PM

View PostStormeris, on 26 May 2012 - 10:23 AM, said:

The more the merrier!


Also gimme quads


Seconded, confused nubs all round when you plonked one of those on the tabletop.

Ratzap

#39 OTC WYRMsFIRE

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Posted 26 May 2012 - 03:19 PM

As many as it takes to make the game great. Simply throwing mech chassis at the game won't make it good. I believe the goal should be to provide a variety of mechs from highly specialized roles to very versatile mechs that can be multipurpose role. I would just be tickled to see some of the old pen and paper feats finally brought into the game like wind smoke fire trees forest heat different levels of water and cooling.
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 Arioch

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Posted 26 May 2012 - 03:23 PM

All that the story line will allow.

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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