MechWarrior: Living Legends
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Author Topic: Common mech classes?  (Read 4539 times)
ToeBall
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« Reply #30 on: June 10, 2008, 12:40:18 PM »

We took infantry out for now. The closest you can get is the Elemental/Longinus
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Zeus6S
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« Reply #31 on: June 11, 2008, 02:55:47 AM »

Well, make it a feature for when you add them back in, or if it could be put in before release just have both BA and Infantry able to do so.
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« Reply #32 on: June 11, 2008, 09:56:47 AM »

I still think that downed mechs should become new objective points.  If infantry can hold a downed mech for X time then their team gets a salvage bonus in the form of cold hard cash.

If that were the case, I'd be doing strafing runs to blow it up and kill everyone around it with the ensuing explosion. =D
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(TLL)Redwolf
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« Reply #33 on: June 11, 2008, 10:19:16 AM »

Now, see, there's a point no one thought of, huh?

In BattleTech, salvage generally goes to the winner, and it generally doesn't go anywhere until the losers have retreated from the field.

As this game is not taking into account THAT aspect of BattleTech, I would say there's no problem.  However, if a reconsideration were done about whether to include salvage or not, the salvage left on the field could be ported to the winners bank account once both teams exit the simulator.
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« Reply #34 on: June 11, 2008, 01:28:12 PM »

Now, see, there's a point no one thought of, huh?

In BattleTech, salvage generally goes to the winner, and it generally doesn't go anywhere until the losers have retreated from the field.

As this game is not taking into account THAT aspect of BattleTech, I would say there's no problem.  However, if a reconsideration were done about whether to include salvage or not, the salvage left on the field could be ported to the winners bank account once both teams exit the simulator.

I personally think this would be an awesome way to run a league and league points Cheesy I don't see us putting this in right away but it really is a neat idea.
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(TLL)Redwolf
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« Reply #35 on: June 11, 2008, 01:38:14 PM »

<S>
Thank you, very much, sir.  I appreciate that. Cheesy
If, eventually, you decide to do so, I'd be happy to find and provide the data I can to help you determine how it would work, if you're looking for a BattleTech-authentic way to do it, that is?
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« Reply #36 on: June 11, 2008, 01:56:21 PM »

If, eventually, you decide to do so, I'd be happy to find and provide the data I can to help you determine how it would work, if you're looking for a BattleTech-authentic way to do it, that is?

We'll see when that is actually more than just a few thoughts thrown around.
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« Reply #37 on: June 15, 2008, 11:43:39 AM »

If you got any info Wolf! All in here would get a tiny smile (from ear to ear) if you would enlightnen them (us) with it! (I will for sure be happy to get all of the knowledge about the CBT universe placed on my drive(s), so I can work more with the CBT/RPG I have been writing post 1996)
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« Reply #38 on: June 15, 2008, 05:19:46 PM »

Well, first, if you're only talking about salvage, then one only needs look at BattleMech Construction -and, of course, Armor, Infantry, Battle Armor, AeroFighters, etc., for a cost list.  I would imagine salvage is generally rated from 1/2 to 2/3rds its new value when it's picked up off the battlefield.  Convert that to C-Bills or points, deposit into the winning unit's bank account, and voila you can purchase new material and/or repair/replace other materials, parts, ammo, etc.

Now, if you're talking about doing a MMORPG, any LESS than putting EVERY SINGLE ONE of the books ever produced for the game -were I you I would stop right before the stupid ass jihad, unless you plan to rework it to make bloody sense- and you may as well hang it up.  To boil the BattleTech universe down to a few important concepts without having means and lore to back up those concepts is sheer folly; BattleTech fans would cringe, cuss, and bitch, sci-fi fans would shake their heads and keep ask questions, and general MMORPG players likely wouldn't care, as long as they can grind to level 60.  Therefore, it's better to err on the side of caution and put EVERYTHING into the game, from 1984 when BattleDroids 2nd Edition was released as BattleTech up to the end of the FedCom Civil War.

And, before anyone asks, yes, I hate everything about the jihad... it's the stupidest load of crap I've ever seen come out of any game I've ever played.

Now, shall I tell you how I really feel Grin
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« Reply #39 on: June 15, 2008, 06:46:09 PM »

Well, first, if you're only talking about salvage, then one only needs look at BattleMech Construction -and, of course, Armor, Infantry, Battle Armor, AeroFighters, etc., for a cost list.  I would imagine salvage is generally rated from 1/2 to 2/3rds its new value when it's picked up off the battlefield.  Convert that to C-Bills or points, deposit into the winning unit's bank account, and voila you can purchase new material and/or repair/replace other materials, parts, ammo, etc.

theres more to that of course... the fact that if your salvaging on the fly in a hot zone of combat you need a hauler and a crew to load up then an escort back to base... those things are very slow and light armored prime targets for a counter raid.... nothing says "Damn it!" like a jumped convoy.
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« Reply #40 on: June 15, 2008, 08:01:42 PM »

Yeah, I came up with a whole Compiled Mission Types Catalog from the various MechCommander and MechWarrior games that have, thus far, been produced.  It has stuff like you're talking about in it.  There are all manner of mission combinations that can take place when one puts their mind to it.
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« Reply #41 on: June 15, 2008, 09:21:45 PM »

As a potential formula for salvage, it would be nice to base it off of the condition of the destroyed 'mech.  Any game with 'mech combat and hit locations, should have some kind of snapshot of the 'mech just before it "died". I.e. Center torso destroyed, right torso critically damaged, superficial damage to legs and arms, left torso breached.  That, combined with the initial value of the 'mech would give you the base salvage potential.

Now after that, you'd have to factor in salvage vehicle availability, the length and width of your supply lines, how "hot" the salvage area is, and several hundred other things I haven't even considered.  Grin
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Zeus6S
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« Reply #42 on: June 16, 2008, 12:00:52 AM »

Salvage generally happens after the battle is over, so giving the winner of one match a bonus coming into the next will, well, let me do some math, yeah, probably continue the trend of who is winning.

On the other hand, if salvage happened on a match-per-match basis, within the confines of said match, then you have something that a.) impacts the specific match you are playing right now, and b.) doesn't affect future matches thus promoting a game that still favors skill.

Say you have a squad leader able to call in salvage on any downed battlemechs (I wouldn't bother with anything other than mechs since the components that survive on most other units are generally easier to manufacture than to salvage and restore.)  In order to call in salvage you need to be in proximity of the mech.

Once salvage is called in, a Karnov (or similar carry-all) is dispatched and moves to the salvage area.  The Karnov can be shot down or driven off with sufficient weapons fire making it a priority for friendly forces to defend the salvage area until the operation is complete.  Once the Karnov reaches the edge of the map then the entire team recieves an influx of C-bills appropriate to the salvage.

Clans, generally, could give a shit about salvaging IS mechs, but it may be in their best interest to a.) prevent the IS from salvaging their own losses and b.) prevent the IS from stealing theirs.  Both Clans and IS can salvage their own mechs, recouping some of the losses for losing the mech in the first place.

This gives a distinct flavor for playing either side when the IS is gung-ho crazy about salvaging Clan stuff, and the Clanners are intent on preventing that from happening.
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AoP
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« Reply #43 on: June 16, 2008, 12:36:46 AM »

Once salvage is called in, a Karnov (or similar carry-all) is dispatched and moves to the salvage area.  The Karnov can be shot down or driven off with sufficient weapons fire making it a priority for friendly forces to defend the salvage area until the operation is complete.  Once the Karnov reaches the edge of the map then the entire team recieves an influx of C-bills appropriate to the salvage.

In terms of gameplay, this sounds interesting yet quite tricky for a setup like ours. We'll be running with 24 to 32 players at max, so who'll be left to complete mission objectives, continue an assault etc. when there are people required to defend a salvaging site - in particular when it's IS vs CL and therefore a somewhat large number of players would be required to defend the salvaging site against the more powerful clanners?
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ToeBall
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« Reply #44 on: June 16, 2008, 01:28:33 AM »

Well think about the scope of the gameplay. You have to capture and hold two outposts and then destroy your oponents main base in a 45 minute match. So far the majority of the ones we've played have ended in stalemate. So much so that we're considering adding a sudden death ending if the 45 minutes runs out. Although, I will grant you that we have not exactly been testing near 32 players per server yet. Adding vehicle capture would make for more dynamic gameplay but I think it also distracts players from the mission objectives. Wining before the time limit with a reasonably balanced set of teams will not be easy.
« Last Edit: June 16, 2008, 01:41:14 AM by ToeBall » Logged

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