How about us real "Back end guys" who build you the network you say that you need and then scream when it's not enough 
No. The real screaming is management and finance when you say "It's not enough, we need to scale and here's the quote on what it will cost us"How about us real "Back end guys" who build you the network you say that you need and then scream when it's not enough![]()
You game devs have it easy; for us not-so-glamorous back-end devs it's more that the hard tasks turn out to actually be hard, and the "easy" tasks turn out to be even harder![]()
How hard can it be, its all just HTML right...?![]()
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At a previous work we had a saying when someone screwed up big-time: "What are you, a web developer?" - it was considered the ultimate insult to a bunch of Unix grey-beardsHow hard can it be, its all just HTML right...?![]()
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At a previous work we had a saying when someone screwed up big-time: "What are you, a web developer?" - it was considered the ultimate insult to a bunch of Unix grey-beards![]()
Yes, old style devs consider front-end developers "script kiddies" basically.
I suffer from a similar issue as Data Scientist. Basically I use some software with GUI to develop complex workflows for predictive analysis but since I'm not "coding" management considers my work as being the same as the various Excel users around...
Oh you poor thing. I don't know what's worse, management or customers... They both make my life difficult in various ways![]()
Yes, old style devs consider front-end developers "script kiddies" basically.
I suffer from a similar issue as Data Scientist. Basically I use some software with GUI to develop complex workflows for predictive analysis but since I'm not "coding" management considers my work as being the same as the various Excel users around...
Predictions: Urban warfare:
Beside (obviously) new map types I am predicting player controlled vehicle lances and infantry (The latter will be a bear to work up but in most cases assume the best way to kill infantry will be the kill the building they are in shooting at you!) It gives 'em a great shot at combined arms combat with the TT game original "Citytech" rules did. See no reason not to stick with what works!
New weapons system.. Artillery.. Naw naw the real thing.. not the current fake thing. Infantry weapons, infantry swarm attacks.. Moe flash point scripts (and expect some of those from the modding community soon.
No "official" clan tech yet.. going to be awhile.
Should be kicking off player involvement in the 4th war with the next one... Possibly a larger star map. Will we be working for Marik or Davion or Liao, or simply avoiding becoming road kill? We still have a storage drive with a SLDF facilities map on board... if we can figure out how to deal with the Locura. Almost surprised ComStar hasn't made an offer to put us on retainer. Explorer Corp is likely looking on Argo with feeling of great desire. The ships capabilities are just the sort of stuff they like to have available. Literally built for that job in the first place.
Lots and lot and lots of mechs that can be added. And "Frankenmech" construction rules. There are some things that were done in the tabletop game that should never had happened 'cept of course no one knew any better then. Also things that were NOT done that could have been. Yes players can "design" far better mechs then the stock rides in the game but there should be higher maintenance costs on non standard loadout, longer repair times, etc.. various and assorted penalties that add up the further from "STOCK" you take a mech chassis. Maintenance costs on heavily customised mechs should also significantly noticeable.
Remember you have 2 games here.. a Tactical combat game, and a mercenary mech company operations game (maintenance repair,contract negotiation, public relations, reputation, care and feeding of mechwarriors etc.) The Tactical game can expand pretty logically, especially with all the lore behind the tabletop to draw on... the other how ever.. thats a little tougher. You wanna give players lots to do but not so much that it takes away from Story or combat play. WHile lots of detail is all well and good a good game is the sum of iiiits parts and compleity for complexities sake is generally a bad idea in games.. remember these guys need to earn a living doing this so the balance you think is perfect may actually hurt sales and not grow the user base. Just need to be good nuff to tell the story.
Yeah. I have a degree in Physics/Applied Mathematics and got training as a data scientist. In Portugal a lot of people think that guys from Computer engineering are the ones who are qualified to do data analysis in detriment of mathematicians or physicists. It is an uphill battle...
I'm pretty sure that there are rules out there for Proto Type mechs. Those could be adapted for non-stock/custom designs. Would be interesting to see what could be done with those type of rules.
Predictions: Urban warfare:
Beside (obviously) new map types I am predicting player controlled vehicle lances and infantry (The latter will be a bear to work up but in most cases assume the best way to kill infantry will be the kill the building they are in shooting at you!) It gives 'em a great shot at combined arms combat with the TT game original "Citytech" rules did. See no reason not to stick with what works!
New weapons system.. Artillery.. Naw naw the real thing.. not the current fake thing. Infantry weapons, infantry swarm attacks.. Moe flash point scripts (and expect some of those from the modding community soon.
I never did play tabletop, but my understanding of this is that the answer is "very no". Flamers and machine guns are the tools of choice for anti-personnel fire, anything else suffers from a kind of "swarm" rule that limits effectiveness against infantry (i.e. that medium laser may have hit, but it hit one guy only, not the whole unit).Those dual AC10s may ruin a mech or tanks day, but would it have the same impact on a squad of entrenched infantry in a forest or hills?
I never did play tabletop, but my understanding of this is that the answer is "very no". Flamers and machine guns are the tools of choice for anti-personnel fire, anything else suffers from a kind of "swarm" rule that limits effectiveness against infantry (i.e. that medium laser may have hit, but it hit one guy only, not the whole unit).
Predictions: Urban warfare:
Beside (obviously) new map types I am predicting player controlled vehicle lances and infantry (The latter will be a bear to work up but in most cases assume the best way to kill infantry will be the kill the building they are in shooting at you!) It gives 'em a great shot at combined arms combat with the TT game original "Citytech" rules did. See no reason not to stick with what works!
New weapons system.. Artillery.. Naw naw the real thing.. not the current fake thing. Infantry weapons, infantry swarm attacks.. Moe flash point scripts (and expect some of those from the modding community soon.
Should be kicking off player involvement in the 4th war with the next one... Possibly a larger star map. Will we be working for Marik or Davion or Liao, or simply avoiding becoming road kill? We still have a storage drive with a SLDF facilities map on board... if we can figure out how to deal with the Locura. Almost surprised ComStar hasn't made an offer to put us on retainer. Explorer Corp is likely looking on Argo with feeling of great desire. The ships capabilities are just the sort of stuff they like to have available. Literally built for that job in the first place.
Lots and lot and lots of mechs that can be added. And "Frankenmech" construction rules. There are some things that were done in the tabletop game that should never had happened 'cept of course no one knew any better then. Also things that were NOT done that could have been. Yes players can "design" far better mechs then the stock rides in the game but there should be higher maintenance costs on non standard loadout, longer repair times, etc.. various and assorted penalties that add up the further from "STOCK" you take a mech chassis. Maintenance costs on heavily customised mechs should also significantly noticeable.