Squadrons/Clans
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Squadrons/Clans
Clan/Squadron Size
Loki
Hello Dev team,
The squadrons are growing and we've increasingly begun to wonder how many members your clan implementation will support. Can you give us a ballpark estimate on group size? For reference, the Praetorians and Dead Man's Hand are both above 20 members, with regular applicants to each squadron.
Our newest squadron, the Suicide Kings has room for growth (and is actively looking for members, so apply today!)
Also, general consensus is that we would like our squad tag to have it's own box on the main login screen or be applied automatically based on the squad you join. Either way, we'd like it to stay with Moon Breakers rather than be part of our Steam names.
Thanks,
Loki
William Johnson (Engineer)
I don't know that we need a clan size limit, however clan matches will have to fit within the 32 player limit. So the real limitation is the number of players a clan will be able to send to a match, which will be 16 for the foreseeable future. I will try and implement a variety of game sizes, so matches will be playable with less than 16 per side.
Larger clans will just have an easier time filling out a full roster. Sufficiently, large clans would be able to field multiple teams.
The squad designation will be built into the UI. You won't have to use your steam name to show membership.
Loki
Hello Dev team,
The squadrons are growing and we've increasingly begun to wonder how many members your clan implementation will support. Can you give us a ballpark estimate on group size? For reference, the Praetorians and Dead Man's Hand are both above 20 members, with regular applicants to each squadron.
Our newest squadron, the Suicide Kings has room for growth (and is actively looking for members, so apply today!)
Also, general consensus is that we would like our squad tag to have it's own box on the main login screen or be applied automatically based on the squad you join. Either way, we'd like it to stay with Moon Breakers rather than be part of our Steam names.
Thanks,
Loki
William Johnson (Engineer)
I don't know that we need a clan size limit, however clan matches will have to fit within the 32 player limit. So the real limitation is the number of players a clan will be able to send to a match, which will be 16 for the foreseeable future. I will try and implement a variety of game sizes, so matches will be playable with less than 16 per side.
Larger clans will just have an easier time filling out a full roster. Sufficiently, large clans would be able to field multiple teams.
The squad designation will be built into the UI. You won't have to use your steam name to show membership.
Re: Squadrons/Clans
Yeah I ahve to say, WJ has a point with the whole max people thingo... But then again, I'm pretty sure that there will barely ever be a time that every single clan member will be online at the same time. it's the whole time-zone problem again... =="
Vanity- Posts : 544
Join date : 2012-07-06
Age : 29
Location : Australia
Re: Squadrons/Clans
Tell me about it; at the moment we're more or less split into a regular day/night shift crew. Some individuals over-lap both due to circumstances unique to themselves (eg. self-employed, school holidays, retired, etc) but the majority are fairly defined to one time zone or another.
In-game clan-tag capability would be awesome.
Jazzycat's Long-view Brain-storm: When squadron play capability comes into effect or maybe even in the lead-up to it, the Devs may appreciate some high-quality in-game video of the teams going head-to-head in a mock-up of what squadron pay might be like — shots of the pre-match Lobby, a 3rd-person birds'-eye view of a whole squadron wing launching from the carrier, the in-game scoreboard, maybe an action-shot of 1v1 dueling and/or wing-man action swooping in to save a team-mate's bacon, etc.
For the purposes of taking the long-view, may have to "cast" some members of [DHMS] and [Praetor] as [SK] Suicide Kings extras, if timezones/availability restrict their members from making it to a 'filming' session. Only with the approval of Xenotrickster of course! No idea how many guys you currently have mate, just tossing out the ideas.
This is all entirely dependent on how many are actually needed per team to make things look good (eg. 4? 6? 8?), and having folks with the software, skills and time to do some hollywood magic, clever editing and all that jazz!
In-game clan-tag capability would be awesome.
Jazzycat's Long-view Brain-storm: When squadron play capability comes into effect or maybe even in the lead-up to it, the Devs may appreciate some high-quality in-game video of the teams going head-to-head in a mock-up of what squadron pay might be like — shots of the pre-match Lobby, a 3rd-person birds'-eye view of a whole squadron wing launching from the carrier, the in-game scoreboard, maybe an action-shot of 1v1 dueling and/or wing-man action swooping in to save a team-mate's bacon, etc.
For the purposes of taking the long-view, may have to "cast" some members of [DHMS] and [Praetor] as [SK] Suicide Kings extras, if timezones/availability restrict their members from making it to a 'filming' session. Only with the approval of Xenotrickster of course! No idea how many guys you currently have mate, just tossing out the ideas.
This is all entirely dependent on how many are actually needed per team to make things look good (eg. 4? 6? 8?), and having folks with the software, skills and time to do some hollywood magic, clever editing and all that jazz!
jazzycat- Posts : 416
Join date : 2012-06-05
Age : 43
Location : Australia
Re: Squadrons/Clans
http://moonbreakers.userecho.com/topic/118975-clansquadron-size/#comment_134457
WJ wrote:The only good news is that I am have access to the UberNet back-end and I am developing the first social features. The expected social features are:
1) Wings: Play normal games with 1 or 2 friends. Players in a wing will always be in the same game (and on the same team).
2) Skill based matchmaking. There will be games for new players and games for veterans running. Teams will be matched based on a skill rating instead of just an experience rating.
3) Free-play. A game mode with no teams or objectives. Players can just blow each other up.
4) Battlegroup/Clan matchmaking. The default behavior for joining a game will change. Players will be added to a battlegroup and will stay with this group of players until they logout (or choose to leave). The battlegroups will be matched against each other with as much variety as the population will support. Clan players will have the option to join a clan battlegroup, which will be match against other clan battlegroups. Battlegroup size will vary based on population ( 4 or 8 or 16 players in a battlegroup)
This is what I am currently working on. --wj
jazzycat- Posts : 416
Join date : 2012-06-05
Age : 43
Location : Australia
Re: Squadrons/Clans
Ditto on having the clan tag added to our call signs automatically... I think that is what Loki is asking for.
I have kept my original name and have had to either squeeze it down or the Praetor clan tag. Would love to just be "myself" and fully part of my clan.
Either need enough characters for a name to fit "[Praetor] Johnny Chaos" or for you to do your backend magic and add it for us (that would be super cool).
I have kept my original name and have had to either squeeze it down or the Praetor clan tag. Would love to just be "myself" and fully part of my clan.
Either need enough characters for a name to fit "[Praetor] Johnny Chaos" or for you to do your backend magic and add it for us (that would be super cool).
Johnny Chaos- Posts : 23
Join date : 2012-06-04
Location : San Diego
Re: Squadrons/Clans
Loki wrote:Everyone welcome the MUFFIN Squad!
WOOO! Welcome MUFFI-oh wait that's me...still, WOO!!! GO MUFFINS!
Can I get a little Muffin Icon to put on my wings? That would be awesome...
~{MFN}~ LCDR McMuffin- Posts : 56
Join date : 2012-07-13
Age : 32
Location : In your rear-view mirror
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