Author Topic: Hits and Misses  (Read 4732 times)

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Offline Mizzri

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Hits and Misses
« on: June 19, 2008, 08:48:02 PM »
Are hits and misses in MWLL calculated entirely by twitch, or is there going to be a system involved where a Mechwarrior "grows" and becomes better over time, allowing him to hit more precisely or more often? This question was inspired by the Rank thread where people were discussing the Ranks that may be instituted into the game. Obviously a Colonel should be a better Mechwarrior than a new recruit, so is there any plan to effect this via game stats? Or are ranks simply going to be a Guild organization?

Also, according to Battletech rules, Clan Mechwarriors have better piloting and gunnery skills than their IS counterparts.
Smoke Jaguar! Smoke Jaguar! Sitting tight,
poised to pounce in the dim moonlight.
What grim mother gave you birth?
What the terror on the earth!

Offline PanzerBoxb

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Re: Hits and Misses
« Reply #1 on: June 19, 2008, 08:55:28 PM »
Skill in knowing how your Mech reacts and how the accuracy of the targeting is affected by current conditions is how experience will affect performance.

As for ranks, why should a Colonel automatically be a better pilot than a lieutenant or captain?  He may have obtained the rank through demonstrated leadership capability.

Clan technology plays a big part in their success.

Offline Landros Radick

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Re: Hits and Misses
« Reply #2 on: June 19, 2008, 08:56:12 PM »
In the Lore it was entirely possible to be a Colonel (or even Star Colonel) but not be the best warrior out there. We don't have any plans ATM (or in the near future unless we do a Single Player) to incorporate character growth.

Thinking about it, I think it might be a cool idea to implement "discounts" to higher ranks or give a New Recruit the "Student Discount" :P

Offline Aurora Paradox

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Re: Hits and Misses
« Reply #3 on: June 19, 2008, 09:10:31 PM »
Thinking about it, I think it might be a cool idea to implement "discounts" to higher ranks or give a New Recruit the "Student Discount" :P

Being a college student I got a good laugh out of this one.  Thanks.

Offline MWLLKeeper

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Re: Hits and Misses
« Reply #4 on: June 19, 2008, 09:38:14 PM »
No, we don't really want to include character growth, as we're shooting for a more "pure" FPS game. Future Wandering Samurai games may include growing a character more heavily, but for this game it's almost purely a combat simulator, not an RPG.

Offline Mizzri

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Re: Hits and Misses
« Reply #5 on: June 19, 2008, 10:56:39 PM »
Then why does a combat sim need C-bills?

@Landros: Actually that's a good idea - it would make people strive for a higher rank for their unit so future costs would go down. But again, it begs the question "if it's a pure sim and not an rpg, why do you need money or how would you even attain rank"?
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What grim mother gave you birth?
What the terror on the earth!

Offline PanzerBoxb

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Re: Hits and Misses
« Reply #6 on: June 19, 2008, 11:03:00 PM »
How would you propose limiting what can be piloted in a single session then?  C-Bills will be a necessary component for balance and play flow.

Offline MWLLKeeper

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Re: Hits and Misses
« Reply #7 on: June 20, 2008, 12:34:34 AM »
Then why does a combat sim need C-bills?

It's a simple balancing point, and also creates the escalation effect. The longer and harder the battle, the more c-bills/ranks everyone will have, and thus more potent the equipment on the field. Also, the C-Bills allow us to have an inherent balance in equipment that is naturally better than other equipment. (Think BF2 blackhawks as they were originally. Now, if there had been a cost associated with them, and all the equipment aboard them, then they would never have needed to be nerfed).

Offline Tiger842

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Re: Hits and Misses
« Reply #8 on: June 21, 2008, 02:21:34 AM »
Am I right to say that some of you guys should try out the Powerstruggle gametype in Crysis Mutliplayer as it almost has the same system as the C-bills? It will definitely help everyone get used to the way things will be purchased in MW:LL. Instead of C-bills you have prestige in Crysis Powerstruggle. The more prestige you have, the better the weapons you can get. To earn the prestige you need to kill, capture, or repair. A person who is just new to the game could easily capture enough things to earn a Heavy Gauss Tank, however it doesn't mean they will be very good in it. The same could be said about MW:LL. Rank isn't everything. Crysis Powerstruggle is a very tactical gametype. While it does require a certain skill in aiming, you can get very far in ranks by just capturing and helping others out. (Although the latter rarely happens, damn noobs!) The same could be said about MW:LL. Please correct me if I'm wrong.
« Last Edit: June 21, 2008, 02:25:02 AM by Tiger842 »

Offline ToeBall

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Re: Hits and Misses
« Reply #9 on: June 21, 2008, 02:36:39 AM »
Capturing, killing, and destroying, yes. The repairs are the domain of the repair bays, and to be able to afford the good stuff you'll need to be pretty good, or have a friend that is. Otherwise only elementals can capture, and mech pilots can't get out of a mech without ejecting and activating the self destruct system. It's all about team work.

Offline Tiger842

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Re: Hits and Misses
« Reply #10 on: June 21, 2008, 02:44:10 AM »
Damn that sounds sweet!  :o One of the numerous things I hated in Crysis MP was the ability for everyone to have a repair torch. You could get hit by two rockets, land, repair for 10-15 seconds, and you're back to 100% like nothing happened.

Offline Criminal

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Re: Hits and Misses
« Reply #11 on: July 04, 2008, 04:07:13 PM »
Damn that sounds sweet!  :o One of the numerous things I hated in Crysis MP was the ability for everyone to have a repair torch. You could get hit by two rockets, land, repair for 10-15 seconds, and you're back to 100% like nothing happened.

Yes we talked about this ALOT!!! Trust me too when i say that there we some pretty hard arguments both directions. Now personally i hated fighting someone in bf2 or Crysis that would take their tank duck behind a wall and then come back out brand spanking new 2 seconds later. I felt ripped off and scammed even though i may have completely outgunned the guy.

We will NOT allow this in MWLL. First reasoning is the believability of the whole thing. Jumping out of an 80 ton machine and taking a little blow torch to it is really silly if you think about it (yes games are silly but common there has gotta be a bit of realism there). So we are doing the repair bays that are placed on the map in addition to the being in the bases. These repair bays now all of a sudden become a VERY important element for your team, because you want to acquire the most c-bills you can without losing your mech cause every mech you buy is going to cost you valuable c-bills and if you want to play with the big boys 80ton+ you need to be a decent pilot (so no more noobs rushing you with Daishi's ;) )

Online Seraph

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Re: Hits and Misses
« Reply #12 on: July 04, 2008, 04:11:08 PM »
Awesome infos Crim! I can't wait to get the game on a test run :D
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Offline (TLL)KitLightning

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Re: Hits and Misses
« Reply #13 on: July 26, 2008, 01:25:56 AM »
so we can capture hostile repair bays, defend it with a couple of ´Mechs, while a third is repaired? :D


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Offline MWLLKeeper

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Re: Hits and Misses
« Reply #14 on: July 26, 2008, 03:35:41 AM »
so we can capture hostile repair bays, defend it with a couple of ´Mechs, while a third is repaired? :D

Actually, yes thats basically the point of ToA (each outpost will have a repair bay after all).