Modules are split into two types of modules, one for giving boosts (like 25 % sensor range) and on for giving new abilities (like Seismic Sensor).
Mechs would have slots for both type of modules, you can't put a boost module in an ability module and vice versa.
We might also change all existing mech efficiencies into boost modules, to generate additional build choices even long after you mastered your mech and bought everything you can have for it, adding more options at endgame.
Long Form:
The recent Command Chair Post introduces us to two new modules.
Quote
The deceleration received when climbing inclines is reduced by [10%]
Advanced Gyro module
The screenshake amount is reduced by [33%]
What I immediately notice is - this could just as well be mech efficiencies.
There are some other modules like this. The sensor range modules for example.
And there are modules that distinctively different from this (and I am not talking power level here, just conceptual)
- Seismic Sensor
- 360° degree tracking
- Artillery Strike
- AIr Strike
- Cool Shot.
One type of modules acts as a boost to an existing stat (sensor range, deceleration from climb speed, screenshake), others introduce some new ability (tracking 360°, Seismic Sensors).
Now, I might be only an armchair game designer, but I follow game design, and this calls out to me as something that is "off" and could be improved.
The concept I have in mind was introduced to me as "siloing". The idea is - you have different types of improvements and they are basically orthogonal to each other. A common example (so common we don't realize it most of the time) would be something like armor and weapon in a fantasy game. You can carry a Dragonscale Full Plate of Invulnerability or a Chain Mail Bikini, but you can't decide to equip a Knife of Ogre Slaying instead of an armor (or vice versa). Though that is still a rather simple concept - another is if you consider all your equipment choices and then power choices you get from leveling. A Wizard doesn't choose to either learn Fireball or equip a Robe of Supreme Magical Prowess +5. These two are conceptually extremely different game elements.
So, as a long term approach to me could be two distinguish two types of modules:
"Efficiency Modules" (or "Boost Modules")? that grant stuff like Improved Sensor Range or Cool Running
and
"Ability Modules" like Seismic Sensor or Air Strike.
The benefit of this is that you have a better ability to design these abilities. You know that no one has to choose between -25% Climb Speed Reduction or Seismic Sensor, they have to choose between Seismic Sensor or Air Strike and -25 % Climb Speed REduction and +10 % Speed Boost.
My example assumes that basically all current mech efficiencies could be turned into modules, which allows an additional layer of (forced) customziation - no longer do you just upgrade everything you got, you have to make choices. This would allow more depth at endgame, because there aren't clear cut choices (ideally at least, it depends on how well you balance things
Each mech would then have a number of efficiency modules and ability modules.
Per default, lower weight mechs in a weight category might have more efficiency modules, and lower weight classes might have more ability modules than higher.
Of course, we would need some new module ideas, particularly for ability modules, and we might want to tweak some to make them more competitive with other modules.
- Seismic Sensor
- 360 ° Target Retention (The range of target retention could be extended, and we might also give the mech a general "near field" Radar detection...)
- Artillery Strike
- Air Strike
- UAV
- Cool Shot
- Magnetic Sensor
- Mine Deployment (similar to artillery strike, but you mine an area pre-emptively)
- Stationary Camera/Sensor Deployment (place a camera somewhere and allow the team to switch to them.)
- Supply Drop (Drops a bit of ammo, can be taken up by hand actuated mechs)
- 3PV Camera Drone (everyone has this unlocked and installed by default, but it can be taken off. If you had to pay for it in a module slot, people might look at it different...)
- Satellite Sweep (A Satellite Sweep covers the entire map and reveals the position of all enemy mechs on the map for a short time.)
- Passive Sensor Mode (Switch to Passive Sensor Mode to lose some sensor range but become undetectable by Radar, Satellite Sweeps, UAVs etc. unless very close to viewer. Still suspectible to Narc, Tag and target sharing)
- Multi Target Tracking: You can track multiple targets and share them with your allies.
Edited by MustrumRidcully, 24 October 2013 - 12:51 PM.