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#3844241 - 10/01/13 03:39 PM MWO Command chair updates  
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JarheadEd Offline
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A couple of things posted in the Command Chair:

Changes coming in November. Use that Seismic while you can.

Quote:

Seismic Sensor Upgrades
* No Seismic sensor detection while moving
* Weapon Hits to Terrain and Weapon Fire cause Seismic events

XP / C-Bills Rewards
* XP/CBills for using Counter ECM advantageously
* XP/CBills for using UAV advantageously

Screen Shake and additional effects
* When a dead mech falls to the ground
* Immediate area of a Strategic Strike (Airstrike/Artillery Strike)


*Features are subject to change
*Estimated release date Nov 4th 3050
*Details coming soon


The other is a wall of text about how Mercenary units will be formed, managed and used in community warfare.

Quote:
The information posted below and in the consequent CW posts are subject to change at our sole discretion for any reason. These designs represent the current vision snapshot at this time. Feedback from the community, internal testing and balancing, along with technical discoveries may result variations from the initial design. CW is subject to Bryan getting his daily blueberry muffin.

A note on formatting:

Anything found within [brackets] is considered place holder and may change.

WELCOME TO THE COMMUNITY WARFARE COMMAND CHAIR SERIES!

Founding a Merc Unit

In order for players to found a Merc Unit, they have to meet a number of conditions.
A Merc Unit must be formed by exactly [12] players.
The players must have reached level [10] or higher (~[2] hours of playtime).
Between them, the players must have at least [12] Mercenary Review Board authorizations in their inventories
These are a special item that can be purchased in the store.
MRB authorizations cannot be sold back to the store.
Each authorization costs [18.88 million] C-Bills.
When [12] players who meet these conditions form a group, the group leader is presented with a button he can click to turn the group into a Merc Unit. Each player (including the leader) is then shown a screen in which they choose how many of their Mercenary Review Board authorizations they wish to contribute towards forming the Merc Unit. Even if a player has no authorizations (or chooses not to use them), he must still provide his consent in founding/joining the Merc Unit. Regardless of how the authorizations are contributed, it is made clear that the leader of the group will become the leader of the Merc Unit, and that they will be responsible for promoting any of the other players.



At this point, the leader also enters the name of the new Merc Unit, so that it can be checked against the naming rules when the Unit is created.

Once every player has approved of the contribution of authorizations (and [12] authorizations have been offered), and confirmed their commitment to found/join the new Unit, the group leader chooses to create the Merc Unit.

If the Unit’s name violates the naming rules, the group leader receives a pop up dialog box informing him as such. After he closes the box, he can then try to create the group with a different name. The other players receive no such message, and their contributions and confirmations remain unchanged.

If the Unit’s name does not violate the naming rules:
The Merc Unit is founded.
The contributed authorizations are removed from the players’ inventories.
All players in the group receive a notification that the Merc Unit has been successfully created.
The group leader is automatically made the leader of the Merc Unit.
The other players are automatically given the lowest of the default ranks in the Merc Unit.
The Merc Unit is given a Union class dropship in its inventory.
The group leader is then presented with the Merc Unit details screen to fill out and/or edit.


The rest is in the link. To me, it sounds very interesting, and the Cbill nerf makes it so that you will choose your units wisely. 18M Cbills to join.,,gonna have to grind like Tony hawk. But that cost is bracketed, thus a provisional amount that is not necessarily the final cost to open shop.

http://mwomercs.com/forums/topic/137860-community-warfare-association/

And today is patch day. Hope we get the new map we saw in the launch event

#3844315 - 10/01/13 05:17 PM Re: MWO Command chair updates [Re: JarheadEd]  
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kludger Offline
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Thanks for summarizing the details, I like the Seismic changes and I like hearing the details on the merc plan, $18M is probably a week or two of grind though I hope they tweak the c-bil nerf before then...


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#3844327 - 10/01/13 05:28 PM Re: MWO Command chair updates [Re: JarheadEd]  
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MojoFlow Offline
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This is good info.

Everyone start saving up your 18mil.

smile

I like the seismic changes as well, it makes sense that the sensor wouldn't pick up while you were moving.

Would like to see it tweaked based upon target speed and size, but this is a good start.

See you guys tonight.

#3844330 - 10/01/13 05:32 PM Re: MWO Command chair updates [Re: JarheadEd]  
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JarheadEd Offline
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Patch day, a new map and new Atlas hero mech. The Boars head

I foresee the 6 ERPPC Atlas with this thing. "Shudders"

I added patch notes, but Kludger beat me to it.

Last edited by JarheadEd; 10/01/13 05:36 PM.
#3844365 - 10/01/13 06:26 PM Re: MWO Command chair updates [Re: JarheadEd]  
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Raw Kryptonite Offline
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Same here, I like the seismic changes etc.

What bothers me about the merc part is this:
"A Merc Unit must be formed by exactly [12] players."

Why? And they don't say these are just founding members. To me it sounds just like merc battles will be strictly 12 vs 12 with premades. Does that mean we have to launch with those 12, or what? If we go solo and PUG or have a lance of 3, 4 etc, does that not count as a merc unit battle contribution? I don't see why we'd be limited to 12 otherwise. At least give us 25 member slots.
I've got a bad feeling about this.


On the 18M, I think I'm just up from that. Might be a good idea to think of $18m as set aside and just use funds above that for the game for now.
I'm pretty sure not everyone will have $18m, especially newer players still establishing their garage. Since we can contribute more, it might be good if the more established players kept extra aside to help out since we don't have as many mechs/parts to buy.


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#3844462 - 10/01/13 09:15 PM Re: MWO Command chair updates [Re: Raw Kryptonite]  
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CyBerkut Offline
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Originally Posted By: Raw Kryptonite
Same here, I like the seismic changes etc.

What bothers me about the merc part is this:
"A Merc Unit must be formed by exactly [12] players."

Why? And they don't say these are just founding members. To me it sounds just like merc battles will be strictly 12 vs 12 with premades. Does that mean we have to launch with those 12, or what? If we go solo and PUG or have a lance of 3, 4 etc, does that not count as a merc unit battle contribution? I don't see why we'd be limited to 12 otherwise. At least give us 25 member slots.
I've got a bad feeling about this.


I wondered the same thing when initially reading about it. Read further down through the multiple posts though, and you find that once the Merc Unit is formed, you can add members to it. Max. membership is currently planned to be 500.

#3844476 - 10/01/13 09:29 PM Re: MWO Command chair updates [Re: JarheadEd]  
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Ah great to hear Cyberkut.


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#3844509 - 10/01/13 10:30 PM Re: MWO Command chair updates [Re: JarheadEd]  
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Raw Kryptonite Offline
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Thanks for clearing that up, I must not have read as far as I thought.
In that case, I think 12 makes sense or you'd have every person creating their own unit.

Soo....what will we call ourselves?
Who all can we sign up? I know some guys have other groups for their primary units.


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#3844559 - 10/02/13 12:28 AM Re: MWO Command chair updates [Re: JarheadEd]  
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Feetwet Offline
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Brennus mentioned...
SimHQ Crimson Guard

Which has a descent ring to it. I haven't come up with anything better yet. This will be my primary unit.

S


MWO callsign Feetwet
#3844561 - 10/02/13 12:36 AM Re: MWO Command chair updates [Re: JarheadEd]  
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Sounds good to me.


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#3844563 - 10/02/13 12:43 AM Re: MWO Command chair updates [Re: JarheadEd]  
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+1 me too.


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#3844573 - 10/02/13 01:04 AM Re: MWO Command chair updates [Re: JarheadEd]  
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That sounds pretty cool.

I was thinking of primarily using the 'SimHQ' prefix, so that is a good one.

Whatever it is, it will also be my primary unit for sure.

Hopefully we get a few more regulars out once CW gets rolling into phase 2 and 3.

smile

#3844575 - 10/02/13 01:07 AM Re: MWO Command chair updates [Re: Feetwet]  
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Originally Posted By: Feetwet
Brennus mentioned...
SimHQ Crimson Guard

Which has a descent ring to it. I haven't come up with anything better yet. This will be my primary unit.

S


Sounds good, count me in!


Robots are stealing my luggage.
#3844596 - 10/02/13 02:46 AM Re: MWO Command chair updates [Re: JarheadEd]  
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Allaire Online content
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I seriously doubt they change the cbill nerf though. Paul has said that he felt we were earning too much before the nerf and it's closer to what he thinks we should have been getting all along. IGP twitch stream the conversation starts at 58 minutes in.

Wish they would get rid of the damn ghost heat too but that was simpler than actually working on the weapon balance.


Silent enim legēs inter arma.

Cave canem, te necet lingendo.
#3844740 - 10/02/13 01:51 PM Re: MWO Command chair updates [Re: Allaire]  
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Originally Posted By: Allaire
I seriously doubt they change the cbill nerf though. Paul has said that he felt we were earning too much before the nerf and it's closer to what he thinks we should have been getting all along. IGP twitch stream the conversation starts at 58 minutes in.

Wish they would get rid of the damn ghost heat too but that was simpler than actually working on the weapon balance.


Yep, I can't stand ghost heat. It solved the problem but in a very confusing way. The list of other solutions is too numerous to repeat but any of them would have been more inline with lore than this ghost heat bandaid.

S


MWO callsign Feetwet
#3844936 - 10/02/13 07:08 PM Re: MWO Command chair updates [Re: JarheadEd]  
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Allaire Online content
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I have a Swayback that's hunch is basically handicapped because of it. I have LLs in the arms which mitigates some of the problems but still have problems with the 4 MLs.


Silent enim legēs inter arma.

Cave canem, te necet lingendo.
#3845001 - 10/02/13 08:37 PM Re: MWO Command chair updates [Re: JarheadEd]  
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Raw Kryptonite Offline
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4 ML's should be ok and not affected. 2 LL's are ok too. They still generate a lot of heat even under normal conditions though.


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