You can subscribe to this list here.
2006 |
Jan
|
Feb
(8) |
Mar
(14) |
Apr
(9) |
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
---|---|---|---|---|---|---|---|---|---|---|---|---|
2007 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
(11) |
Dec
(8) |
2008 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
(1) |
Jul
(6) |
Aug
|
Sep
(1) |
Oct
|
Nov
(3) |
Dec
(1) |
From: The F. L. <no...@fr...> - 2008-12-04 23:08:15
|
Tankers Rejoice! Not many people go a full dedicated tanker route on our game. But for those that do (or those who at least do semi-vehicle related tasks) will enjoy the recent change. The 3058 era has been divided up into the normal 3058 era and the new 3058-NonMech era. The new -NonMech era is pretty much what you think it is....every Non-BattleMech unit from 3058 for the most part. This includes VTOLs and Battlesuits as well. This new era is now available for perma-buying. Before this change, Tankers had only a few Star League era vehicles of which to partake upon if they wanted to field units mounting newer technology. This change opens up a slew of new choices for them from the tiny, but very annoying Yellow Jacket VTOL to the frightening Challenger X MBT. Incidentally, these vehicles, while 3058 in era, only use 3050 level technology. Meaning, there are no weapons available on these units that is not already available on a Perma-Buyable BattleMech (such as LightGaussRifles, ERMedium Lasers, and so on). Well I suppose if you count the Infiltrator 2\'s MagshotGRs, but I do not. |
From: The F. L. <no...@fr...> - 2008-11-09 20:32:16
|
Ammo-based units Changes Loadcrit - No longer have to shutdown, just have to be on a base/hq hex and speed zero. Must also NOT be unconscious. Ammo_Truck requestable - no longer costs as much. It now has additional armor to help keep it safe while it moves in to reload your unit. ------- Often, ammo-based units on the MUX get snubbed in favor of a energy-based one. While the Ammunition levels designed by the core rules work in the board game, they often pale when introduced to real-time game play (most Mechwarrior games up the ammo levels of weapons to compensate) We try to follow the core rules, which sometimes makes our Ammo Designs suffer. These changes should help keep them balanced during game play. |
From: The F. L. <no...@fr...> - 2008-11-07 19:04:02
|
New Command A quick new command Patchup - Only available on Base Hexes, this will let you reload the previously unreloadable One-Shot weapons in addition to fixing other minor items such as Search Lights free of charge. Only available on a base hex or the HQ hex while shutdown. I suppose you could do it in the respawn room too, but I really doubt you will need patchups in there. Also a new requestable SpotLight - A thickly armored bunker for hiding Battle Armor units in safety. It has no weaponry, but it can use its Seach Light system to help eliminate the \'fun\' of fighting at night. |
From: The F. L. <no...@fr...> - 2008-11-05 19:28:27
|
Changes a-plent.y We have had a number of tweaks we have performed in order to increase playability over the past month or so. Sadly, it is not all detailed in one exact area, so this will (hopefully) let people catchup on everything that has been changed, modified, or added at once. Changes: Heavier turrets (Turret-1 through 4) can only be built one per hex. This will prevent people from dropping several turrets on one spot and create an impassible area for smaller forces. You can (obviously) still move mobile requestables, like a MRU, through the same hex without any issues. Several Extra Light Fusion (XL) BattleMechs have been issued a priced percentile discount to encourage more varied unit use. Some of these units (Like AS7-K) were pushing 20 million + over their Standard Fusion cousins (AS7-S) and were simply not worth the price paid. If you owned one of the units discounted, you were refunded the change in price. Discounts are given at the Admin\'s discression and will continue to change until things are deemed balanced. A fully detailed list of which units were effected will be available on the Forums later. Outfits - No longer moved together during faction changes. This is a change to help keep teams balanced until a more advanced system can be put into place. Additions: Requestable - New unit, the Bradley, is nothing more then an APC so Battle Armor can buy a ride without wasting the cash on a much larger Amphib or Garixis. It can carry 8 tons of Battle Armor goodness! Request Commands - You can now do Command/Force (unit)=command to issue direct commands to a unit should the AI get stuck somewhere it cannot seem to get out of. Type the commands as though you were personally piloting the unit such as \"command/force #1234=heading 270\". It can also be used to force units to \'sprint\' or \'evade\' as there are no AI orders to trigger this yet. Should you own a carrier-requestable you may now use AI/Relieve to take command of the unit personally (while riding inside of it) and drive it around. You may also use AI/Init to order the NPC pilot to take back the controls when you are ready to disembark. Only the owner of the requestable may do this. Kill Cash - You now get a small sliver of cash when you frag an enemy. All nearby allied units will also get an equal chunk. The payout is based off of the Victim\'s Initial BV and the Killer\'s Initial BV....as such an UrbanMech that manages to take out an IMP will obviously get a better payout then the other way around. Incentives are also counted into this. Destroying some requestable units (like Probes or Ammo Trucks) yields no reward. AI NPCs (pirates) still give out payments as normal though. HQs - Once armed with an array of support weapons, these towers are now unarmed save for a BloodHound Probe. While still immune to fire, a pair of Guardian Turrets (Turret-Guard) have replaced them as the means of keeping the HQ safe. The turrets are destroyable, but yield no reward. They will regenerate after 15-20 minutes of being destroyed to resume protecting their base. Engineering Vehicles - Certain vehicles will now have access to basic engineering options. The commands, viewable under \"eng/help\" will display the array of things you can do to modify the map to your liking. Note that these changes are not permanent. When the scenario is won and a new map is loaded, all engineering will be wiped clean. Bridge Layer Vehicles - Similar to engineering vehicles, some vehicles will be able to lay bridges. These bridges will (obviously) give you the ability to carve a path through oceanic areas to make access to some spots easier. The command \'bridge/help\' will display the necessary commands to accomplish this should your vehicle be equipped for it. TAG - Units equiped with a TAG unit may now use it to designate a spot for an Arrow IV artillery strike. BTH for this is calculated off your Gunnery-Spotting and the ranges of TAG (5 sr 10 mr 15 lr) and it costs money depending on which kind of warhead you request. Should you fail the BTH roll, the missile will fly off course and hit elsewhere. It is possible to miss and damage your own side, so caution is advised. You may use the command \'arty/help\' to view available Arrow IV warheads. Note that C3-Master\'s ability to mimic TAG functions can not currently summon artillery in this manner. Scenario info - The command \'NextScen\' will show you the current map being run, the next in the list, and how many times that particular map has seen action. Newly submitted maps will appear on this list when they are hooked up into the game. Dynamic Starting Units - Some scenarios may now have a different list of starter units for you to employ. You will notice this in \'assets\' when certain units will be missing and others will randomly be in their place. BVScanner - The command \'BVScan (id)\' will let you scan the Battle Value of whichever unit you want to see. Upcoming Changes Solaris - Work on Solaris has taken ages and then some to do. It is close to completion and will open with a series of tournaments to give away certain units for people to use. Other Things; Frontier TRO - an entire Technical Readout is being made for all of the units that are unique to our MUX. Early versions are available off the Forums for you to read. The final version will of course be available to anyone willing to Download it. It is in .pdf format, so you will need a program that can read that file type. |
From: The F. L. <no...@fr...> - 2008-09-04 18:34:21
|
A Changing of the Guard The Frontier has enjoyed a successful existence over the 5+ years it has been running. Well over a thousand players have graced its maps at one time or another during its life, and development and improvement has been steady throughout. This game has progressed by leaps and bounds, starting as an experiment that wasn\'t even supposed to become a permanent fixture in the BattletechMUX community. Today it is one of the last bastions of text-based Battletech, carrying on the torch lit by the many sites of the past. It became evident as the Summer progressed that the upcoming school year (my last) was going to be ridiculously busy, and I may be shipped off to any number of states or companies post-graduation. I obviously have a lot invested of time and love invested in this site, and have always said that I\'d hand it off to a capable person in the event that I couldn\'t pay enough attention to its day to day running and development. For this reason, I am now handing the keys to the site over to Power Shaper, who is now your new head administrator. Power Shaper has been with the site since its infancy, serving in a softcode and hardcode capacity. He has been heavily involved with the site\'s evolution, particularly with the codebase\'s revamping and improvement. He\'s been here long enough to have the best idea out of anyone as to the site\'s original intentions and where it could be taken and bettered. You are in great hands here, so no worries. I will still be around periodically and will help out whenever possible in an advisory or spot job role, but all administration will now be handled by Power Shaper. He is for all, purposes, the owner/operator of the site. Please direct anything that requires an action or a response at him rather than me. A big thanks goes out to everyone who has been supportive over the years. The game would be nothing like it is today without the re-assurance, the suggestions, and the good sports. Also, thank PS for being willing to step up and fill these shoes so business can continue as usual. |
From: The F. L. <no...@fr...> - 2008-07-20 19:06:41
|
Today's Updates: 7/20/08 Added the following new weapons from 3075/Total War: IS.SnubNosedPPC, IS.LightPPC, IS.HeavyPPC. The \'heatcutoff\' command is now disabled, as it is non-FASA munchkind garbage. You\'ll need to keep TSM active by shooting at stuff. |
From: The F. L. <no...@fr...> - 2008-07-17 01:36:00
|
Today's Updates: 7/16/08 Units from the 2500 era are in and buyable (Al). More new maps added to the rotation (scenario staff). Training system text tweaks (Flak). com titles, freqs, and channel modes may now be set on units inside of carriers. |
From: The F. L. <no...@fr...> - 2008-07-11 22:36:27
|
Player Helpers Wanted The PR Staff is hiring new members. Since this job require assistance of new players, applicants must have a good knowledge of the game, willingness to help others and constant activity. Any player interested contact Flak in-game or post an application in the Q & A Forum. Current unactive PR Staff members will be removed. |
From: The F. L. <no...@fr...> - 2008-07-05 04:30:19
|
Today's Updates: 7/05/08 Objectives destroyed by HQs no longer bug out. You may no longer embark before spawning. Extracting with a destroyed rotor now works. Loading standard ammo in NarcBeacon launchers and a few other weapon types in the sims works. Base claim emits are colored based on faction like gens and relays. The advancement point bug with the training console has been fixed. If you have messed up skills/AP, go there and use the reset command then re-train. There is now a reset command in the training room that will set all of your skills back to their initial values and give you your AP back. This makes it easy to change loadouts. Probe-2 now emits contacts as was initially intended. setmech should now display the correct spawn cost. |
From: The F. L. <no...@fr...> - 2008-07-01 16:26:09
|
Help Wanted: Head of PR Through no fault of their own, the PR staff has been a pretty loose collection of helpful players doing their own thing. It\'s been a while since concerted effort was made to help new players, and we\'d really like to get back to that. We are in need of an active, enthusiastic individual to re-build our PR staff with fresh, active members, and work with them to help new players even better. No softcode or administrative experience is required, but is a plus. Anyone with a strong knowledge of the game is welcome to apply. Simply shoot me an email and I can go over the particulars. |
From: The F. L. <no...@fr...> - 2008-07-01 16:20:31
|
New Staff Please take a moment to welcome the following additions to the staff. These individuals are here to get things moving again, and will be taking on a number of different responsibilities. Initially, most of them will be assisting with expanding and improving on our selection of scenarios and maps. Ajax Peter Reload I suspect you will see more and more of them over the coming weeks as they get more comfortable with the internals of everything. |
From: The F. L. <no...@fr...> - 2008-06-10 02:18:31
|
New Map A new map has been dropped in courtesy of Fenix. You may view the details on his post. |
From: The F. L. <no...@fr...> - 2007-12-23 07:50:17
|
Today's Updates: 12/22/07 Badger tanks are now properly outfitted with infantry carrying capabilities. Bandit tanks are now properly outfitted with infantry carrying capabilities. HHover_APC tanks are now properly outfitted with infantry carrying capabilities. Badger tanks now have the correct amount of turret armor. Longinus battlesuits can now all mount friendlies. |
From: The F. L. <no...@fr...> - 2007-12-18 02:50:45
|
Today's Updates: 12/17/07 Fixed problem with requestables getting stuck or dropping at 0,0. Small adjustments to the shortages code for the sake of efficiency and consistency. |
From: The F. L. <no...@fr...> - 2007-12-15 08:26:06
|
Today's Updates: 12/15/07 3055 era units are now available for permanent purchase via unitpl. 3058 units will now show up in Rent-A-Mech and unitpl. Data Caches may now contain 3058 or 3060 units. |
From: The F. L. <no...@fr...> - 2007-12-15 08:04:28
|
The long-awaited system to \"encourage\" battlefield diversity is now live. Units that appear the most on the battlefield may go into a shortage with Heavy use. Units in high demand are more expensive to spawn and take longer to become available again after death. Units that are in low demand can actually provide a discount of up to 20% in spawn costs and recycle times. A new command, listrefs/shortages, shows the units that are in shortage the most. The red and yellow ones are high and moderate demand levels, green being low. The assets command now color codes your units according to demand. Red is high, yellow is moderate, green is low. The unitpl command is similarly color coded. The viewref/specs command now shows the demand there as well. The spawn time field was moved to replace NumOwned, as that\'s no longer valid. In other news, the latest poll in our series of \"polls you really need to answer\" can be found at: http://frontiermux.com/e107_plugins/forum/forum_viewtopic.php?1836 It\'s really important that we get a better response rate for this than the previous polls, they\'re getting more important as we further refine our potential new direction. Do not complain about the outcome of this if you don\'t vote! (You must be logged in to vote). |
From: The F. L. <no...@fr...> - 2007-12-14 07:48:00
|
Important Poll Please take a moment to respond to the poll at http://frontiermux.com/e107_plugins/forum/forum_viewtopic.php?1819 to help us determine where to take the site from here. It only takes a moment, and we\'d really like to see what the majority want to do. |
From: Kelvin M. <gt...@cl...> - 2007-12-14 06:25:55
|
New Staff Be sure to thank/congratulate the following two players for stepping up to handle two very important tasks. You\'re welcome to assist either or both of them simply by asking them how to do so. Michael Chang is now our advertising coordinator. You can attribute any boost in our new player flow to his work, and we hope to get his help to bolster our playerbase. Josh has volunteered to work on our in-game help files. There\'s a lot of work to be done here and it\'s not an easy job, but it\'s definitely an important one. Thanks to both, and we appreciate the support of our players. Anyone with a bit of free time and drive can get involved directly and help work on the site. |
From: Kelvin M. <gt...@cl...> - 2007-12-11 03:09:19
|
Advertising Coordinator Needed In order to help facilitate the growth of our playerbase, I\'m in need of a very motivated individual to help coordinate our advertising assault. This includes finding people to help get our name out. Forum posts, banner ads, you name it, it\'s only limited by your creativity. With some extra bodies, this game can really boom and see the massive fights we used to. More players also opens up the possibility to start adding in new dimensions, like Navals, that just aren\'t possible with a smaller playerbase. I\'ve posted the description for Advertising Coordinator. While this is a volunteer position, I am definitely willing to offer rewards for increases in new player counts and activity. For those looking for a great way to help the game grow and get credit for it, take a look at the Advertising Coordinator description on our doc site and let me know if this is something you\'re interested in. |
From: Kelvin M. <gt...@cl...> - 2007-12-05 06:44:09
|
Man Your Battle Stations! I\'ve mentioned this earlier in November and in months past, but December and early-mid January brings about a break from school for me. I\'ll all of the sudden have a bit more time to work on things here and get a lot done, including growing the playerbase. We\'re at a point in time now that we really need to grow in order to open up some new design possibilities. Things such as incorporating Naval units and other game expanding things requires more players to keep the action constant. For this reason, I\'d like to call for a coordinated push for the next month or so starting in a little bit over a week from now. There are all kinds of things needing doing that anyone can help out with. I\'d really like to take the next week and a few days to smooth out some issues here before we start seeing a lot of new players come in. For example, we expect to get the 100+ help files we lost due to drive failure back soon, which will help the new and old players out alike. I\'d also like to work on any fixes, expansions, or corrections to the training system, and make ergonomic improvements to the overall gameplay. You may now be asking, \"This is great and exciting, but what can I do to help?\" Fortunately, there\'s no shortage of things to be done: Put yourself in the shoes of a new player (or if you\'re new, we want to hear from you) and try to find things that might be confusing or clumsy that can be fixed or documented at the very least. Go through training and suggest improvements. Volunteer to be a player helper. Write documentation on the documentation site. Write help files. Tell your friends about the site (very important!) Write reviews for the game and post them on general gaming sites. Mention the game on any relevant forums or lists you\'re on. Submit new maps. Help create graphics for advertisements (banners, logos, etc.) If there\'s something you\'re interested in doing that\'s not above, feel free to talk to me and we can fit you in. But most importantly, why would you want to help out in the first place? More players means bigger, more intense fights. More players broadens tactical possibilities. Introducing new \"dimensions\" for combat (like Navals) becomes possible without diluting the action. Balance issues become much less of an issue when there are a lot more players to assign. With all of that said, if you\'d like to help, fill the bug trackers, Suggestions, Discussion, and Advertising forums with posts. I can get a lot of things done myself, but we can really get this place jumping with the help of the players. It benefits everyone to see more new blood enter, let\'s make it happen. |
From: Kelvin M. <gt...@cl...> - 2007-11-28 05:10:57
|
Map Submissions For those that want to lend a hand, feel free to look at the map submission guide on our documentation site. It walks you through step-by-step creating a scenario and submitting it. There is also a mapping channel in-game (addcom map=Mapping). |
From: Kelvin M. <gt...@cl...> - 2007-11-26 02:59:53
|
Today's Updates: 11/25/07 Smoke and Incendiary bombs now emit to units that are within 2x their blast radius, letting nearby mechs know where around the shell landed. Those who are within the bomb\'s blast radius are sent another additional emit letting them know the fact (you might not be in a smoke/fire hex, but as long as you\'re within the blast radius you\'ll get this one). Smoke Bombs now have a requestable timeout of 2 minutes. Incendary Bombs now have a requestable timeout of 2.5 minutes. |
From: Kelvin M. <gt...@cl...> - 2007-11-21 05:25:06
|
Today's Updates: 11/21/07 Player redistributions should be a good bit faster now. You will now receive an email if you win the lotto. It will be sent to whatever address you have set via the \'config\' command (see \'config\'). You will now receive an email if you are elected commander. New players are sent introductory emails with some basic tips on how to get started. |
From: Kelvin M. <gt...@cl...> - 2007-11-20 05:09:24
|
Today's Updates: 11/20/07 A new map has been put in place. It\'s similar to the previous one in that it\'s a 1v1, about the same dimensions, and is a bit minimalistic. There\'s a bit more of a terrain mixture, and this one is a lot more close quarters in areas. Those who can pilot in tighter corridors will find themselves with lots of ambush opportunities. There are no ASCII maps available yet, feel free to post one as a bug or in the forums if you\'d like to submit some for use in-game. Also noteworthy is the fact that the maps page won\'t display this correctly either. |
From: Kelvin M. <gt...@cl...> - 2007-11-19 00:08:20
|
New Map Forthcoming The new map to run after this scenario is almost ready for play, but probably won\'t be seen until sometime tomorrow night. I hate to keep extending the current scenario, but I\'ve been tied up with end of semester school work, a lot of time in the office, and a number of other things. Rest assured, it will happen soon (probably tomorrow night) and thanks for the patience. |