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That guy

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  1. all this month and perhaps for the next few months MWO team will be releasing new information every wednesday.

    this week, an interview with MWO concept artist. i found the interview to be too informal and didnt contain any game relevant info, but really, what should i expect from a concept artist?

    there are a couple composite sketches of various versions of the atlas, but not really worth linking

    NoRailGunner: basically at worst it will be like every other mechwarrior games MP to date, basic DM game with no relevance to the story. we are hoping with the territory control mechanic, and the take and hold game style (among others) that the game will be relavent within the universe.

    also while we have no info yet on how customizable the mechs will be, there has been a whisper from the devs that it will be restricted in some fashion. i very much hope for this


  2. if the game turn out to be successful, they may release some single player DLC packs or something.

    it makes sense to me. the company releases the first iteration of the game, a few mechs a few maps with a stable engine. they get some cash flow going, they can get some more mechs and more maps done (maybe some new features). once the MP portion is stable, they can then afford to start making the single player aspect of the game, which they could release for some DLC prices 10-20.

    afterall they chose this free to play model because they do not have the resources to do a full single player/multilayer box game.


  3. if you read through all the material the devs seem to be pretty committed to making the game fair for non payers. they have also made a couple posts on thier forums the the affect, "dont panic about F2P! we have this covered!"

    I am going to give them the benefit of the doubt that they know what they are doing. afterall, I want this project to see the light of day, and to not fall into purgatory again


  4. For those of you out there who love a bit of giant robots blowing shit up, we have mechwarrior online. this is what has become of that news from 2 years ago about the new mechwarrior "reboot".

    the game is now going to be a Free to play MMO action Sim game rather than a box retail single player experience. the game is slated for a 2012 release date

    the new formula is significantly different from the original concept, but i think it looks awesome all the same.

    BT/MW is my favorite scifi universe and it is great news to finally see some new progress on this long awaited game. I am going to be quite optimistic about this game as the devs and associates seem very passionate about the IP and would like to do it justice.

    here are some of the relevant links to important info

    main website/dev blog detailing the "dev" histroy of the past couple years

    interview on PCG

    PCG "why an MMO?"

    PCG, on rebooting mechwarrior

    RPS announcment

    Concept Art 1 2 3

    very excite! :D

    new material

    A new blog entry "why you want mechwarrior to be F2P" Nov 4

    concept artist interview Nov 9

    Dev QA 1 Nov 16

    Game is going to use CRYENGINE 3! Nov 17th

    Dragon mech concept art + cockpit art concept Nov 23

    Dev Blog 1, faction Warfare, Dec 7th

    Q&A2 (Community Warfare) Dec 20

    Dev interview 2 continuity editor Dec 14

    new interviews and mini previews (most of them contain similar info, but have small new interesting bits each) Dec 20

    http://massively.joystiq.com/2011/12...ne/1#c35201925

    http://www.zam.com/story.html?story=28600

    http://www.neoseeker.com/Articles/Ga...or_online_bbb/

    http://www.g4tv.com/games/pc/65837/m...anything-goes/


  5. no. just add it and wonder around. the module does not create large crowds or anything, and it takes some time for a civ to show up, but they are there. if you check the wiki im sure there is a parameter you can add to the module to spawn more civs

    also make sure you use the correct module for the correct map ( i have never tried to put the cherna civ module in takistan and takis in cherna. so that MAY be an issue as well)


  6. these units are pretty cool, but i have noticed a couple small problems:

    there are issues with shadows (holes and tears in the shadow)

    some units have no webgear/LBVs on (who should probably have them. grenadiers, saboteurs, AT, engineer)

    some inconsistency with unit loadout. MGs only have 2 belts, while riflemen and marksmen have a full 12 mags, and no units have grenades or smokes. some units that have GLs don't have a full compliment of ammo

    no autoriflemen or medic

    not backpack compatible?

    looking forward to a replacement pack though


  7. a story about war is not interesting in a game sense, but a story about PEOPLE in a war is interesting. for example A Band of Brothers (an amazing series), and eagle wing (in addition to a couple usermade campaigns).

    BIS have already indicated that the A3 campagin will be like a sandbox exploration game. you will wonder around alone and try not to die. this approach could work very well, or it could fall flat on its ass story wise. since Zipper is now a dev, i am holding out that they will make it work (i may have missed the memo, but im hoping they hired him as a mission designer/scripter type guy:bounce3:).

    personally i want to see ArmA3 get some large expansion packs focusing on the main front line war, the grunts, and the hardships they face, not this "special forces-super-secret-mission thing". have a BoB style linear campaign about some private (European or Iranian/OPFOR), and maybe some impersonal more open-ended "tactical" campaign focused on some of the larger important battles of the war (29th MEU defense of Limnos, battle of Brno etc). have a different "flavor" or style for each campaign much like they are now with A2


  8. i am not sure about the damage over distance change really. wile in reality bullets are very deadly at range, there are more factors at play. in game however, things are much easier with extremely stable aiming, low suppression effects, low wounding effects (very little "impact", or even knowing you have been hurt), simplistic human damage model, low recoil and bullet deviation in addition to absolutely terrible armor simulation (in addition to AI shortcomings). this makes combat much easier.

    so in effect having low bullet damage in game makes the game more "realistic" by sort of simulating some the above effects and making the long range firefight last longer.

    i have not played the beta so far, but this is just one of my concerns

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