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Mech Quirks, Expanded


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#1 Dexion

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Posted 05 July 2013 - 01:13 PM

Edit: Having some problems getting spoiler tags to work, so sorry for wall-o-text.

Currently, mech quirks are limited to movement/aiming (engine rating, torso twist, Accel/Decell, and arm movement).

I think expanding this to offensive and defensive systems (as described below) could help bring a bit of variety back to the battlefield, and differentiate various mechs from each other beyond what is capable with the simple hard-point system we have now. These quarks could be used to further balance individual mechs and variants to make up for weakness's in designs that worked fine for TT, but do not translate well into the FPS/Sim environment of MWO.

The point of these quirks would be to reward/encourage the use of a mech in its intended roll, but NOT by punishing players with penalties if they leave this intended roll.

I'm going to list a few example's to demonstrate what I mean... The numbers used are just to illustrate the point and are obviously not "balanced". Each Quirk would apply to a specific location or weapon type on a mech, unless otherwise noted. Some mechs would have less quirks then others.

Lets take the DRG-5n as my first example.
The most prominent feature of this mech (other then its huge CT), is it's "Gun Arm", which in its stock configuration carries a UAC5,
Example Weapon Quirks for DRG-5N:

Reliable Feed System (Right Arm): Reduce UAC Jam chance by 50%

Efficient Feed System, Ballistic (Right Arm): Decrease Cool-down by 20%

Air Cooled (Right Arm): Decrease Ballistic Weapon heat by 20%



So, whats the end result here? Using the intended primary weapon loadout for this mech (A Single UAC5 in the right arm) is an attractive option. Trading that UAC out for a different ballistic (Such as an AC10 or Gauss), gives you some of the advantages (Increased ROF and Less heat), but not all. Some weapons will benefit very little (Such as Gauss), while others more (Triple AC2).

For a similar example, lets look at the CPLT-A1.
The Cplt-A1 is meant to be a LRM support mech, so lets help it fill that roll, without punishing a player for choosing a different roll (Say, using SRM's or streaks instead).

Efficient Feed System, LRM (Right Arm, Left Arm): Decrease Cool-Down by 20%

Efficient Ammunition Magazines: +10% Ammo per ton

External Weapon Cooling (Right Arm, Left Arm)yes, this name sucks: -10% Weapon Heat



Again, some of the bonus's are specific to the mechs intended roll (LRM's), while others are a bit more flexible and can be applied to a non-standard loadout. This allows the catapult to be a very Efficient LRM Boat (getting volleys off faster, with less heat and more ammo), or a slightly more efficient SRM/Streak Platform (Losing the increased ROF but still getting the Heat and Ammo Bonuses).

HBK-4G example.

Armored Housing (RT): -10% damage to RT, +10% HP to all weapons in this location.

Efficient Ammunition Magazines: +10% Ammo per Ton

Efficient Feed System, Ballistic (RT): Decrease Ballistic Cool-Down by 20%

Cooling Jackets (LA, RA): Energy Weapons produce -10% Heat



All of a sudden this mech's Iconic hunch is a bit harder to destroy, as are its primary weapon has a bit of an edge in a brawl. As a medium, I added a 4th Quirk for its arm mounted lasers, making them a bit more heat efficient, again focusing on the HBK's roll as a brawler.

CN-9A example:

Efficient Feed System, Ballistic (RA): Decrease Ballistic Cool-Down by 20%

Air Cooled (Right Arm): Decrease Ballistic Weapon heat by 20%

Efficient Ammunition Magazines: +10% Ammo per Ton

Efficient Feed System, LRM (LT): Decrease Cool-Down by 20%



The CN-9A with these quirks gains an increased ROF on both ballistics and LRMs, and can carry more ammo then normal for its weight class. If you choose to swap the LRM's for SRM's or streaks, you loose the increased ROF, but still benefit from the increased ammo.

So, that's an outline of my Idea. It would provide an additional avenue for balancing mechs within the same class against each other, as well as allowing similar variants to behave differently.

#2 Pinselborste

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Posted 06 July 2013 - 09:31 AM

its a nice idea, but prepare for the TT purists to start a flame war.

#3 skotsche

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Posted 07 July 2013 - 02:54 AM

I think this is a nice idea. But on the other hand I could imagine that it actually leads to a further restriction of your mech loadout as it might force you to really make use all of these boni to be competetive with others doing that.

#4 Strum Wealh

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Posted 07 July 2013 - 04:44 AM

View PostPinselborste, on 06 July 2013 - 09:31 AM, said:

its a nice idea, but prepare for the TT purists to start a flame war.


Actually, TT is where the Design Quirks idea originated; they were published in Strategic Operations in 2009. :unsure:

#5 Strum Wealh

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Posted 07 July 2013 - 06:48 AM

View PostDexion, on 05 July 2013 - 01:13 PM, said:

Edit: Having some problems getting spoiler tags to work, so sorry for wall-o-text.

Currently, mech quirks are limited to movement/aiming (engine rating, torso twist, Accel/Decell, and arm movement).

I think expanding this to offensive and defensive systems (as described below) could help bring a bit of variety back to the battlefield, and differentiate various mechs from each other beyond what is capable with the simple hard-point system we have now. These quarks could be used to further balance individual mechs and variants to make up for weakness's in designs that worked fine for TT, but do not translate well into the FPS/Sim environment of MWO.

The point of these quirks would be to reward/encourage the use of a mech in its intended roll, but NOT by punishing players with penalties if they leave this intended roll.

I'm going to list a few example's to demonstrate what I mean... The numbers used are just to illustrate the point and are obviously not "balanced". Each Quirk would apply to a specific location or weapon type on a mech, unless otherwise noted. Some mechs would have less quirks then others.

Lets take the DRG-5n as my first example.
The most prominent feature of this mech (other then its huge CT), is it's "Gun Arm", which in its stock configuration carries a UAC5,
Example Weapon Quirks for DRG-5N:

Reliable Feed System (Right Arm): Reduce UAC Jam chance by 50%

Efficient Feed System, Ballistic (Right Arm): Decrease Cool-down by 20%

Air Cooled (Right Arm): Decrease Ballistic Weapon heat by 20%




So, whats the end result here? Using the intended primary weapon loadout for this mech (A Single UAC5 in the right arm) is an attractive option. Trading that UAC out for a different ballistic (Such as an AC10 or Gauss), gives you some of the advantages (Increased ROF and Less heat), but not all. Some weapons will benefit very little (Such as Gauss), while others more (Triple AC2).

For a similar example, lets look at the CPLT-A1.
The Cplt-A1 is meant to be a LRM support mech, so lets help it fill that roll, without punishing a player for choosing a different roll (Say, using SRM's or streaks instead).

Efficient Feed System, LRM (Right Arm, Left Arm): Decrease Cool-Down by 20%

Efficient Ammunition Magazines: +10% Ammo per ton

External Weapon Cooling (Right Arm, Left Arm)yes, this name sucks: -10% Weapon Heat




Again, some of the bonus's are specific to the mechs intended roll (LRM's), while others are a bit more flexible and can be applied to a non-standard loadout. This allows the catapult to be a very Efficient LRM Boat (getting volleys off faster, with less heat and more ammo), or a slightly more efficient SRM/Streak Platform (Losing the increased ROF but still getting the Heat and Ammo Bonuses).

HBK-4G example.

Armored Housing (RT): -10% damage to RT, +10% HP to all weapons in this location.

Efficient Ammunition Magazines: +10% Ammo per Ton

Efficient Feed System, Ballistic (RT): Decrease Ballistic Cool-Down by 20%

Cooling Jackets (LA, RA): Energy Weapons produce -10% Heat




All of a sudden this mech's Iconic hunch is a bit harder to destroy, as are its primary weapon has a bit of an edge in a brawl. As a medium, I added a 4th Quirk for its arm mounted lasers, making them a bit more heat efficient, again focusing on the HBK's roll as a brawler.

CN-9A example:

Efficient Feed System, Ballistic (RA): Decrease Ballistic Cool-Down by 20%

Air Cooled (Right Arm): Decrease Ballistic Weapon heat by 20%

Efficient Ammunition Magazines: +10% Ammo per Ton

Efficient Feed System, LRM (LT): Decrease Cool-Down by 20%




The CN-9A with these quirks gains an increased ROF on both ballistics and LRMs, and can carry more ammo then normal for its weight class. If you choose to swap the LRM's for SRM's or streaks, you loose the increased ROF, but still benefit from the increased ammo.

So, that's an outline of my Idea. It would provide an additional avenue for balancing mechs within the same class against each other, as well as allowing similar variants to behave differently.

Personally, I would like to see the canon Design Quirks (which already include some of the OP's proposals; "Improved Cooling Jacket" essentially mirrors the OP's "Air Cooled" & "External Weapon Cooling" & "Cooling Jackets") used, ideally being added as a separate layer of customization and implemented in a style similar to the Perks & Flaws system used in Heavy Gear II.
Posted Image

Posted Image

That is, every BattleMech would have some number (say, 10-ish) of slots for Design Quirks, and each quirk is assigned some value based on the degree of its effect (with positive quirks adding to the sum, and negative quirks subtracting from it; "more powerful" quirks add/subtract more than "less powerful" quirks).

Such a system could be rendered balanced by
1.) ensuring that each quirk is assigned an appropriate value (through experimentation, testing, and adjustment) and
2.) requiring that the quirks sum to (or near) zero (that is, the net value of the positive quirks is equal (or nearly so) to the net value of the negative quirks) in order for the 'Mech to be valid/legal for play.

Thoughts?





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