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Integrate 3Pv With Information Warfare


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#1 Mystere

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Posted 08 August 2013 - 04:40 PM

Just putting my suggestions here too:
  • make the drone a deployable item with a delay
    • delay prevents instants switching between modes
    • duration will need tuning
  • display a distortion while switching between views
    • creates a mental disconnect
    • duration will need tuning
  • make it a zero-cost module that occupies 2 slots
    • great for new players
    • experienced players will have to include 3PV in their module decision process
    • might be a problem for mechs that have only 1 default slot
  • make it suffer at least the same visual degradation experienced from the cockpit when shot at
  • allow it to be destroyed
    • How much damage?
    • How many drones does a mech have?
  • integrate the drone with the UAV module, with the former as default equipment and the latter as an upgrade
    • Why even have two separate UAVs?
  • reduce the intensity or even eliminate that annoying blinking light that can be seen from way too far
  • give it compressed 360 degrees of vision, possibly as a pilot module upgrade
    • similar to a BT neurohelmet's vision
    • hardcore mode? :(

It is of course assumed that the obvious bugs (e.g. legs not being seen on many mechs) will be fixed.

Edited by Mystere, 21 August 2013 - 07:54 AM.


#2 Deathlike

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Posted 21 August 2013 - 08:49 AM

Wow, this thread got no replies?

Your issue unfortunately starts with mechs that have only 1 slot (Stalkers, Hunchback-4P, Jenner-F, Catapult-K2, Awesome-8R for some reason)... so that will be problematic.

I'd have to think about the other details though.

#3 DocBach

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Posted 21 August 2013 - 11:22 AM

Like Deathlike said, not sure about it taking two slots - otherwise, definitely think it should be a module as it provides a service for gaining information and forces players with more modules/niches/whatever into choosing if the peek-over-the-hill module is more useful for their build than say coolant flush or seismic and whatnot.

#4 Mystere

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Posted 21 August 2013 - 07:20 PM

View PostDeathlike, on 21 August 2013 - 08:49 AM, said:

Wow, this thread got no replies?


I think PGI picked it up silently. :)

Seriously though, I have no idea why no one noticed this until I kinda spammed links to it today, although I have referenced it for two week now. Maybe people were just too busy complaining about 3PV or something. :)

View PostDocBach, on 21 August 2013 - 11:22 AM, said:

Like Deathlike said, not sure about it taking two slots - otherwise, definitely think it should be a module as it provides a service for gaining information and forces players with more modules/niches/whatever into choosing if the peek-over-the-hill module is more useful for their build than say coolant flush or seismic and whatnot.


Yes, the two-slot requirement is the most iffy part of my suggestion. But, that is only the way I can think of for new players to have no issue using it while forcing veterans to seriously think about it.

#5 Deathlike

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Posted 21 August 2013 - 09:17 PM

I would suggest putting it in your sig, for more visibility. If you want a discussion, you have to get people involved in it... if not getting people interested in the discussion.

Edited by Deathlike, 21 August 2013 - 09:21 PM.


#6 Mystere

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Posted 21 August 2013 - 09:24 PM

View PostDeathlike, on 21 August 2013 - 09:17 PM, said:

I would suggest putting it in your sig, for more visibility. If you want a discussion, you have to get people involved in it... if not getting people interested in the discussion.


That's a great suggestion. Thanks.

Of course, why did I not think of that? <slaps head three times>

#7 Killashnikov

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Posted 21 August 2013 - 09:36 PM

They cant make it destructible and still service the implied purpose.

If it is for new players, having them dumped back into 1st person view as soon as combat starts will only confuse them more and probably get them killed.

If it is for attracting a 3rd person shooter fan base, then again having the drone shot down will only **** them off and they will leave again - they don't get 3rd person view.

Face it, sadly this cant be done and still serve any stated (or likely) purpose.

#8 Deathlike

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Posted 21 August 2013 - 09:58 PM

I wonder if you can "temporarily" disable the glowing ball... give it UAV HP (it's not much IIRC) and when it's shot down, the guy that shoots it down gets UAV XP and 3PV would be disabled for a certain amount of time (between 30 and 60 seconds).

Also, making it a module I guess would be OK, but you have to remember that newbies will be eating into their funds pretty early so this can be problematic. The cost has to be reasonable (and not 40k, because of the current rewards system that is being nerfed needlessly).

The module CANNOT be permanent (only usable for the duration of the match, it is only consumed when it is activated once, which also means that the "start in 3PV" setting needs to go IMO for unintentional consumption). I still think 3PV ultimately needs proper balancing in the first place though. Give everyone a "starting supply" of like 10 or something...

Edited by Deathlike, 21 August 2013 - 10:02 PM.


#9 Mystere

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Posted 21 August 2013 - 10:58 PM

View PostDeathlike, on 21 August 2013 - 09:58 PM, said:

I wonder if you can "temporarily" disable the glowing ball... give it UAV HP (it's not much IIRC) and when it's shot down, the guy that shoots it down gets UAV XP and 3PV would be disabled for a certain amount of time (between 30 and 60 seconds).


Either that or have a maximum of N deployments per match or account (although, either way, new players might find themselves running out really early :))

Quote

Also, making it a module I guess would be OK, but you have to remember that newbies will be eating into their funds pretty early so this can be problematic. The cost has to be reasonable (and not 40k, because of the current rewards system that is being nerfed needlessly).


Actually, I was thinking that this particular module will be free or almost so. But your suggestion below of having a starting supply would probably be better.

Quote

The module CANNOT be permanent (only usable for the duration of the match, it is only consumed when it is activated once, which also means that the "start in 3PV" setting needs to go IMO for unintentional consumption). I still think 3PV ultimately needs proper balancing in the first place though. Give everyone a "starting supply" of like 10 or something...


Yes, the "start in 3PV" setting will need to go.

As for "The module CANNOT be permanent", I am thinking quite the opposite. The module should be retained until destroyed in a match. As such, is there some balancing issue I am not seeing here?

#10 Deathlike

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Posted 21 August 2013 - 11:21 PM

View PostMystere, on 21 August 2013 - 10:58 PM, said:

As for "The module CANNOT be permanent", I am thinking quite the opposite. The module should be retained until destroyed in a match. As such, is there some balancing issue I am not seeing here?


I meant it was to be made a consumable strictly (like UAVs) instead of something like Seismic.

It'll probably be more like Artillery/Airstrikes in that it has a visual time counter to show how much time is needed before it can be redeployed again in the match. The Artillery/Airstrike consumables can be "reused" as many times as there is time in the match, but once used (or deployed in this case), it is consumed at the end of the match. That was my vision of it.

There isn't any other limitations that I would apply to it.. hopefully that was clear.

Edited by Deathlike, 21 August 2013 - 11:22 PM.


#11 FREDtheROLF

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Posted 22 August 2013 - 01:58 AM

If it is for new players why not just stop it after cadet bonus runs out ?

FtR

#12 DocBach

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Posted 22 August 2013 - 05:47 AM

View PostDeathlike, on 21 August 2013 - 11:21 PM, said:


I meant it was to be made a consumable strictly (like UAVs) instead of something like Seismic.

It'll probably be more like Artillery/Airstrikes in that it has a visual time counter to show how much time is needed before it can be redeployed again in the match. The Artillery/Airstrike consumables can be "reused" as many times as there is time in the match, but once used (or deployed in this case), it is consumed at the end of the match. That was my vision of it.

There isn't any other limitations that I would apply to it.. hopefully that was clear.


The consumable idea is exactly what I was thinking. You can use 3rd person mode for a limited time, and if you decide to switch to first person mode its over unless you are carrying multiple consumable modules.

#13 FlipOver

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Posted 22 August 2013 - 08:41 AM

View PostFREDtheROLF, on 22 August 2013 - 01:58 AM, said:

If it is for new players why not just stop it after cadet bonus runs out ?

FtR


Almost agree 100%, but there is an issue with the cadet bonus duration... You are telling the new player to get used to a vision mode, then change it after X battles. The player will feel crippled as it had no chance to addapt to the change.

Quick suggestion:
Place 3PV in a tutorial and on the cadet bonus duration for the first 2 minutes of each match.
Don't think it needs to be longer and it would help the new player to make the transition.

#14 Aym

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Posted 22 August 2013 - 11:21 AM

2 slots is more than some mechs have. So that won't work.

#15 Mystere

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Posted 22 August 2013 - 04:09 PM

View PostFREDtheROLF, on 22 August 2013 - 01:58 AM, said:

If it is for new players why not just stop it after cadet bonus runs out ?

FtR


By suggesting that 3PV be seamlessly integrated into Information Warfare, I'm actually also suggesting that we go beyond it's original purpose of just being a tool for new players. It can be a great and innovative feature of the game if done properly.

#16 Jonathan Paine

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Posted 22 August 2013 - 07:15 PM

Hi Mystere! Thanks for pointing me to your thread:)

Let me (albeit pathetically) attempt to sanitize 3pv (at least for me):

3pv drone - 2 critical slots, 1.5 tons. Requires drone control module.
- Effect: Adds 6 small drones that can be deployed to survey the 'mechs surroundings.
- Delay: 3 seconds to switch between cockpit view and drone view (advanced control module lessens this to 2 seconds)
- Drone can be targeted and shot down (HP: 20)
- If either drone or mech is hit by a ppc, the feed is interrupted for 5 seconds.

No more magic advantage. You pay with crits, tonnage, module, view delay as well as the destruction of the drone.

Thoughts?

#17 Mystere

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Posted 22 August 2013 - 08:25 PM

View PostJonathan Paine, on 22 August 2013 - 07:15 PM, said:

Hi Mystere! Thanks for pointing me to your thread:)

Let me (albeit pathetically) attempt to sanitize 3pv (at least for me):

3pv drone - 2 critical slots, 1.5 tons. Requires drone control module.
- Effect: Adds 6 small drones that can be deployed to survey the 'mechs surroundings.
- Delay: 3 seconds to switch between cockpit view and drone view (advanced control module lessens this to 2 seconds)
- Drone can be targeted and shot down (HP: 20)
- If either drone or mech is hit by a ppc, the feed is interrupted for 5 seconds.

No more magic advantage. You pay with crits, tonnage, module, view delay as well as the destruction of the drone.

Thoughts?


I'd rather have 3PV as a regular module instead of requiring critical slots, weight, and a separate control module. My rationale is that those extra requirements might be too punitive to new players.

Everything else look fine as they are almost the same as what I have suggested.

#18 wormxwood

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Posted 22 August 2013 - 10:02 PM

Screenshots of 3pv giving massive advantages.
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#19 3urningChrome

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Posted 23 August 2013 - 02:54 AM

I think the original proposal was pretty spot on!

make it a module (so that trial mechs have it too)
Make it cost up to 2 slots (so K2 etc can take it cheap)

Make it incompatible with Seismic (i.e. cannot have both modules loaded)
(so 'advanced' players have a more difficult choice)

I don't think it should be destroyable
It's to help new players. once someone is sufficiently proficient they should want to get rid of it.
(in order to add 'better' modules etc)


NICE IDEA!!

Edit: In fact. maybe make it take ALL module slots. I'd imagine most players would not think it advantage enough to ditch all other modules on a mech.

Edited by 3urningChrome, 23 August 2013 - 02:56 AM.


#20 latdheretic

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Posted 23 August 2013 - 03:14 AM

I think it took 3PV to get into the game before people started realizing how good this idea is. I really think one module slot would be best though to keep the coding easy.

Give all mechs with at least one empty module slot for free in a patch, have it come with all newly purchased mechs, then let experienced players decide if it is worth the slot.

Primary benefit of making it easier to visualize mech movement preserved for noobs.

It has a secondary benefit. IF experienced players are consistently keeping the 3PV module, then at least they have to give something up to keep the advantage.

Devs, please look seriously at this idea.

Forum goers, please add your feedback to the idea, and let's give this idea the attention it deserves.





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