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==MWO Setting==
 
==MWO Setting==
MWO casts the player as either an [[Inner Sphere]] [[mercenary]] fighting on behalf of any of the [[Great Houses]] available in the time period (the [[Draconis Combine]], [[Free Worlds League]], [[Capellan Confederation]], [[Free Rasalhague Republic]] as well as both halves of the [[Federated Commonwealth]] — the [[Federated Suns]] and [[Lyran Commonwealth]]) or as a member of the invading [[Clans]] ([[Clan Wolf]], [[Clan Jade Falcon]], [[Clan Ghost Bear]], [[Clan Smoke Jaguar]], [[Clan Steel Viper]] and [[Clan Nova Cat]]) to either to secure or defend planets for their respective faction/employer. Players who accept contracts and align with a faction in Community Warfare earn Loyalty Points which open up various reward tiers for their continued loyalty. At present this takes the form of cockpit items and 'Mech Bays as well as steadily increasing volume of [[C-bill]]s, GXP and MC, but in the past PGI mentioned the possibility of unique camouflage schemes, discounts for weapons and 'Mechs preferred by specific factions, and even factional 'Mech variants and exclusive designs at the highest levels as being considered. Earlier discussions of Community Warfare also painted a plan to have detailed logistical system, with holding or capturing various worlds giving LP bonuses and discounts to material. Players drop solo, but can band together into units to fight together. Another feature supposedly considered for future introduction but as yet undeveloped was the use of unit coffers, a communal unit bank account, to purchase superior defenses or other aids to assist units in battle.
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MWO casts the player as either an [[Inner Sphere]] [[mercenary]] fighting on behalf of any of the [[Great Houses]] available in the time period (the [[Draconis Combine]], [[Free Worlds League]], [[Capellan Confederation]], [[Free Rasalhague Republic]] as well as both halves of the [[Federated Commonwealth]] — the [[Federated Suns]] and [[Lyran Commonwealth]]) or as a member of the invading [[Clans]] ([[Clan Wolf]], [[Clan Jade Falcon]], [[Clan Ghost Bear]], [[Clan Smoke Jaguar]], [[Clan Steel Viper]] and [[Clan Nova Cat]]) to either to secure or defend planets for their respective faction/employer. Players who accept contracts and align with a faction in Community Warfare earn Loyalty Points which open up various reward tiers for their continued loyalty. At present this takes the form of cockpit items and 'Mech Bays as well as steadily increasing volume of [[C-Bill]]s, GXP and MC, but in the past PGI mentioned the possibility of unique camouflage schemes, discounts for weapons and 'Mechs preferred by specific factions, and even factional 'Mech variants and exclusive designs at the highest levels as being considered. Earlier discussions of Community Warfare also painted a plan to have detailed logistical system, with holding or capturing various worlds giving LP bonuses and discounts to material. Players drop solo, but can band together into units to fight together. Another feature supposedly considered for future introduction but as yet undeveloped was the use of unit coffers, a communal unit bank account, to purchase superior defenses or other aids to assist units in battle.
  
 
Initially, one of the more notable concepts of the game was that it is set in a 1:1 timeline with BattleTech universe in 1035 years, meaning the current real-world date equates to same day and month 1035 years later in BattleTech, placing the players right on the opening shots of the [[3050]] [[Clan Invasion]] as of 2015. The game forums previously had period news articles written by Catalyst Game Labs providing notable historical events supporting the passage of time to set the scene and mood of the Inner Sphere. This detail was abandoned after development of Community Warfare lagged far behind the fictional timeline's pace, with the timeline reset back to 3049 a number of times, with the available technology and 'Mechs had remained at the early [[Clan Invasion era]] period with anything introduced after [[3052]] excluded. As of July 2017 PGI progressed the game's timeframe to [[3057]] and the era of [[Operation Bulldog]], while at the same time moving the available technology to the [[FedCom Civil War]] era of [[3067]] with 'Mechs, weapons and equipment from this time period to be made available to players.
 
Initially, one of the more notable concepts of the game was that it is set in a 1:1 timeline with BattleTech universe in 1035 years, meaning the current real-world date equates to same day and month 1035 years later in BattleTech, placing the players right on the opening shots of the [[3050]] [[Clan Invasion]] as of 2015. The game forums previously had period news articles written by Catalyst Game Labs providing notable historical events supporting the passage of time to set the scene and mood of the Inner Sphere. This detail was abandoned after development of Community Warfare lagged far behind the fictional timeline's pace, with the timeline reset back to 3049 a number of times, with the available technology and 'Mechs had remained at the early [[Clan Invasion era]] period with anything introduced after [[3052]] excluded. As of July 2017 PGI progressed the game's timeframe to [[3057]] and the era of [[Operation Bulldog]], while at the same time moving the available technology to the [[FedCom Civil War]] era of [[3067]] with 'Mechs, weapons and equipment from this time period to be made available to players.
  
 
==Gameplay==
 
==Gameplay==
MechWarrior Online currently offers three combat modes, with Quick Play and Faction Play featuring teams of twelve players facing a similarly sized opposing team, and Solaris 7 having 1v1 and 2v2 dueling matches. At the conclusion of a match in and mode, the player's individual performance and contribution their team is tallied, earning [[C-bill]]s and experience points for both inflicting damage and defeating opponents, as well for assists, spotting and base captures.
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MechWarrior Online currently offers three combat modes, with Quick Play and Faction Play featuring teams of twelve players facing a similarly sized opposing team, and Solaris 7 having 1v1 and 2v2 dueling matches. At the conclusion of a match in and mode, the player's individual performance and contribution their team is tallied, earning [[C-Bill]]s and experience points for both inflicting damage and defeating opponents, as well for assists, spotting and base captures.
  
 
Representing the players in-game character's familiarity with their 'Mechs, MWO's experience system is broken into two forms, 'Mech specific Experience (MXP, locked to variant on which it was earned) and General Experience (GXP, able to be spent on any 'Mech), both can be used to unlock and/or enable skill nodes on a 'Mech's skill tree. Replacing a more linear placeholder system, the overall skill tree features a total of 231 nodes divided between seven individual trees for Firepower, Survival, Mobility, Jump Jets, Operations, Sensors and Auxiliary (consumables), each node offering benefits such as increased maximum heat, more responsive jump jets, better mobility, faster weapon cooldown, and reduced critical hit chance for example. 'Mechs are limited to a maximum of 91 nodes active at any one time, players having to decide where to specialize, which results in 'Mechs even with the identical weapon and equipment loadouts responding and playing differently. Of the two skill point types, MXP is earned faster than GXP, players can focus on spending the time to earn MXP to unlock skill nodes or use GXP. Players can trade MXP for GXP at 1 MC per 25 XP converted.
 
Representing the players in-game character's familiarity with their 'Mechs, MWO's experience system is broken into two forms, 'Mech specific Experience (MXP, locked to variant on which it was earned) and General Experience (GXP, able to be spent on any 'Mech), both can be used to unlock and/or enable skill nodes on a 'Mech's skill tree. Replacing a more linear placeholder system, the overall skill tree features a total of 231 nodes divided between seven individual trees for Firepower, Survival, Mobility, Jump Jets, Operations, Sensors and Auxiliary (consumables), each node offering benefits such as increased maximum heat, more responsive jump jets, better mobility, faster weapon cooldown, and reduced critical hit chance for example. 'Mechs are limited to a maximum of 91 nodes active at any one time, players having to decide where to specialize, which results in 'Mechs even with the identical weapon and equipment loadouts responding and playing differently. Of the two skill point types, MXP is earned faster than GXP, players can focus on spending the time to earn MXP to unlock skill nodes or use GXP. Players can trade MXP for GXP at 1 MC per 25 XP converted.

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