Posted 17 May 2013 - 12:00 PM

Ask the Devs #38

UI 2.0

Community Warfare/Clans

`Mech's and Mechbay

Maps/Environment:

Weapons & Loadouts

Gameplay/Game modes/Meta

Miscenalleous

Cockpit, HUD & Customizations

Forum/Website/Sales and Tournaments:

Just a note, I did not answer any Clan specific questions this time around, as we are focused on discussing the current live version, UI 2.0, and Community Warfare.A: Yes, we plan to add a lot more descriptive lore about each BattleMech and Item in the game.A: Probably not due to the complexity of how a transaction needs to be handled between client and server. I’ll check though.A: The UI is being built to support any valid resolution from 1024x768 upwards.A: Yes.A: Ideally yes. I’ll have to see if it’s doable.A: Definitely. We’re still working out the exact details.A: This is under review and being decided on currently.A: Merc Corps can align themselves with Factions. We’re exploring ways for players to create Faction Units that would work similar to a Merc Corp, but have a permanent affiliation to a specific House or Clan.A: I’m going to hold off answering this in great detail, as we plan to release this info before launch in a detailed CC post. The short answer - the penalty would be loss of the undefended planet. Matches will be scheduled during (regional) primetime periods.A: They will be allied for now.A: Yes, we do not anticipate an increase in wait times due to Lone Wolf and aligned solo Merc Unit players filling the ranks.A: Right now we are limited to modifying the data associated with how a Mech functions. Ie) Torso Yaw Speed. Eventually, with some engineering support we could look at additional quirks.A: This is entirely subjective. It depends at which level you play at. From my 1 in hundreds of thousands of player view, I can roll into a match with a stock Mech and be very competitive, and get lots of enjoyment. I may not be able to compete for 1place all the time, but I can usually place in the top 8 no sweat. Your skill and Elo rating will definitely drive the level of competitive play you will face, and therefore the requirement to bring a more efficient, upgraded `Mech to the match. This is working as intended, and plays nicely in with how a player’s skill and inventory evolve over time.A: No plans to do so. We’re looking at a more passive benefit, rather than a literal to the TT rules.A: Right now we have so many BattleMechs to choose from with plenty of variants. Once we exhaust that supply, we can explore ways to bring those Mechs into the fold.A: Many of these options will be available with UI 2.0 coming out late summer.A: Paul and David will be looking at every chassis in the summer time, once we get some other higher priority weapon tuning done.A: For performance reasons, we have opted to reduce the amount of detail currently available. As time goes one, and players update their equipment, we can explore adding back in more fidelity.A: You currently have this available to you at the end of a match. With UI 2.0, players will also received an out-of-match AAR as well.A: I’ll see if we can make this change for UI 2.0.A: This is intended behavior and part of the Level of Detail (LOD) terrain system inside the CryEngine. Popping/clipping/missing geometry on the other hand are either rendering bugs, or video card driver issues.A: We currently have this in Frozen City, and will be added to more map variants in the future.A: We have true cover currently, with exception of some destructible objects like trees.A: If it has been reported to support@mwomercs.com , then we have it in our JIRA database, and it will be looked into.A: We’re looking into low grav, however it’s a very risky change to the mechanics of gameplay.A: We’d love to do this and will eventually get to a point where level designers can add stateful gameplay objects that play nice with our server authoritative architecture.A: This will be looked at again closer to or after launch.A: I’ll let the BT/science wizzes comment, but I’m pretty sure it’s engine plasma, which does not really create smoke until it contacts with a surface.A: Eventually we plan to allow more HUD customizations, including color.A: This is something that Paul is looking into currently and he will post a CC statement on his findings. We’re also exploring incentivizing players to balance out their BattleMechs better on a personal and team level in addition to small tuning changes.A: We make changes to balance at least once a month and will continue to do so.A: Eventually.A: For now this is the only indirect fire weapon.A: The rendering team will be looking at it in the future.A: Seismic Senor detects BattleMech movement. Retention maintains a target after you have received an IDENT. They work hand in hand.A: Yes in the May 21patch.A: Yes.A: It’s a very specific TT rule. Right now we’re not looking to add it.A: No plans to do so as this was one of the benefits of these weapons.A: Currently the SSRMs will randomly hit one of 8 bones on a Mech. The cluster of these bones is generally around the CT area. In addition to a large splash damage effect, and damage transfer – most of the damage is ending up on the CT, even though the missiles are actually hitting at different locations on the mech. It’s not actually a bug, rather a tuning fix to minimize splash damage. This tuning adjustment will go live in the first patch of June. Unfortunately, the fix was a tad late for the 21patch.– After launch.- No changes for now. Except for performance related.– Waiting for design. Higher priority items are pushing this back.Please take a look at the Command Chair Forum for the latest information on the rest: http://mwomercs.com/...-command-chair/ A: It’s hard question to answer. With each additional player, fidelity has to go down. We’d have to rewrite a large portion of the CryEngine to support more than 24, as it was built for humanoid PVP, not giant mechanized beasts. Theoretically, if we improved the renderer, streaming engine, networking code, and reduced the fidelity by a factor, we could push player counts higher. The game/gameplay would be completely different as well.A: Yes. We’re getting close to feeling confident in the matchmaker, which is the sole reason for not allowing it currently.A: Interesting idea.A: I have answered this question a few times. We moved away from trees, in favor of the current system, which affords the player more choice.A: It’s right about where we want it. See this tweet about the stats - https://twitter.com/...830885091119106 A: Priorities mostly. The same people needed to work on Collisions are needed to work on CW and UI 2.0.A: Maybe.A: See previous answer (up a few).A: You’re not capturing a base. You’re accumulating resources.A: Probably.A: Absolutely not true. The only way to change your Elo score is to play the game and win or lose. Being idle keeps your score exactly where it is.A: Possibly.A: Just 12 v 12 for now.A: We’re going to look at any macros that may pose a balance issue and see if anything needs to be addressed in gameplay.A: The rate of movement through space does not always match the rate of animation. It’s almost impossible to get right 100% time in a game’s real time engine simulation.A: Between now and launch.A: Yes.A: Not actively, but I’ll pass it along.A: We plan to do a recording pass in the future once a few more features go into the game.A: We’d prefer it if players elected not to modify any PAK files as it invalidates your build and makes it near impossible for us to provide support.A: I’ll see what we can do.A: See above.A: See above x 2.A: We’d love to.A: We’re going to be amending the news roll on the front page to add more of these updates, which are typically found in the Command Chair section of the forums.A: The UI.A: Eventually. It’s low priority currently.A: The system only allows for a global pattern changes and up to three color channels.A: Reasonable over time.A: The HUD will be getting some updates after we finish UI 2.0.A: Yes.A: We are always looking at ways to bring more value to the player.A: Yes with CW. Although not necessarily those specific units, as they are still TBD.A: I think it’s a very neat idea! Randall currently provides all of the content for the ISN feed. Eventually this will also include automated battle reports and other fluff.A: You never know.A: Not plans to add sub day premium time concepts - yet.

Edited by miSs, 17 May 2013 - 01:11 PM.