

Balancing mechlab w/salvage
#1
Posted 19 December 2011 - 03:05 AM
So hear me out for a minute.
We all know mech lab, perma-loss/salvage is a big topic on these forums. I note before hand this would only work WITH mech-loss and salvage
My Idea is to allow mechlab in a tiered aspect. I will outline an example.
Tier 1:
Procedure time: 30 minutes
Cost: 2x the mech chassis cost
Allowances: Allows you to swap out the secondary weapons, heatsinks, and ammo on a mech with weapons equaling the same tonnage total of course meaning you could replace 2 light lasers with a medium.
Restrictions: Certain large weapon systems like PPCs, Large lasers and so forth cannot be added this way. And may not change engine, armor, jump jets, ECM gear.
Tier 2:
Procedure time: 2.5 Hours
Cost: 5x the mech chassis cost
Allowances: Allows you to change out ALL of the mechs weapon systems ,heatsinks and ammo so long as the tonnage end value remains the same
Restrictions: May not change armor, engine, jumpjets, and ECM.
Tier 3:
Procedure Time: 12 Hours
Cost: 20x Mech chassis cost
Allowances: ALL this is a complete refit of, Engine, armor, ECM, jump jets, weapons, ammo, heatsinks.
This allows for both fairly quick limited refitting and completely custom refits but adds major costs for the latter and you stand a chance of losing it in combat
#2
Posted 19 December 2011 - 05:24 AM
Considering I like perma death/customization/1 life to live standpoint, this works for me. that, and after someone ubermech, they get legged because they have no armor on their legs, they just sunk probably 6 months of c-bills into what was probably their prized mech.. I don’t think they will do that again. The risk of losing a mech I think will help encourage players to not make a mech that is fire power over armor unbalanced.
Great suggestion Gorith.
ALSO! it’s great to see a balanced suggestion or at least some kind of suggestion that tries to meet half way rather than just 'no, its not my way' +1 for making concessions.
Missused frankenmech, so threw in 'ubermech' instead. Thank you for pointing that out black sunder!
Edited by Omigir, 19 December 2011 - 06:22 AM.
#3
Posted 19 December 2011 - 06:20 AM
#4
Posted 19 December 2011 - 10:56 AM
#5
Posted 19 December 2011 - 11:06 AM

#6
Posted 19 December 2011 - 11:10 AM
#7
Posted 19 December 2011 - 11:48 AM
KingCobra, on 19 December 2011 - 11:06 AM, said:

Interesting could you point out some places I have done it in an inappropriate place? in this post I don't think it's use was inappropriate as I was just using it in the context that we the community (unless I am somehow not part of this community). Aside that it is very possible I have misused it in several places... the word kinda becomes used as part of your normal speech pattern when you are the rep and spokesperson for a demographic in social clubs with multiple demographics for a long time (In this case I blame 4+ years in EVE alliance and corp politics)
anyway Back on topic please
Edited by Gorith, 19 December 2011 - 11:57 AM.
#8
Posted 19 December 2011 - 12:01 PM

Considering we can expect OmniMechs to appear in a future expansion of the game (ref. in-game timeline again), there is absoultely no need for exhaustive Mech construction/tweaking/rebuild options. I'd rather have a couple more different "canon" variants available (whatever "canon" means in this context), than a "build your all.new Mech in 12 hours" facility that has nothing to do with BT/MW and is of very questionable value. Especially considering the whole amount of coding that had to be done and deviated from more important game features.

#9
Posted 19 December 2011 - 12:05 PM
KingCobra, on 19 December 2011 - 11:06 AM, said:
I don't think that's going to be the case. I really don't.
MW is an old franchise, most of the kids in that age range won't have even heard of it, and the game isn't getting a huge amount of publicity. Plus it's going to be "simmier" which means "requires an attention span of more than 3 seconds" so there's not much to draw them away from CoD. I think it's more likely the ranks will be filled by people who played the previous MW games as kids, and we're all 18+ now.
#10
Posted 19 December 2011 - 12:11 PM
CaveMan, on 19 December 2011 - 12:05 PM, said:
I don't think that's going to be the case. I really don't.
MW is an old franchise, most of the kids in that age range won't have even heard of it, and the game isn't getting a huge amount of publicity. Plus it's going to be "simmier" which means "requires an attention span of more than 3 seconds" so there's not much to draw them away from CoD. I think it's more likely the ranks will be filled by people who played the previous MW games as kids, and we're all 18+ now.
They really need to leave room for new players, Kids or adults, online games live or die by the increase in their player base. Starting a game by limiting that base to exclude new players is pretty faulty logic and will doom it to failure.
Now that's not to say the decisions need to exclude the existing die-hards of the IP, but when decisions come that are decided by just these factors, I expect the 'inclusion' of new players to win out over the 'exclusion' peeps a majority of the time.
#11
Posted 19 December 2011 - 12:12 PM
#12
Posted 19 December 2011 - 12:19 PM
There will be tier 1 equipment you can use without spending any money, but if you want the high end stuff (star league or clan tech level), it will cost money. I don't have a problem with this. Piranha doesn't "owe" me anything, when I was playing Team Fortress a lot I bought stuff, enjoyed my time and felt it was money well spent. The base game will be free for those in financial difficulties, and I'm sure various equipment will be relatively cheap and there will prboably be sales...sales on Steam get me going like a girl at a shoe sale so I know I'll vulnerable there.
You might be able to earn C-Bills that you can buy nice stuff with through in game features, but they're going to be a lot slower than just spending a few bucks on a new mech, or say 99 cents on having a gauss rifle (probably charge for each advanced weapon, but let you move them to various mechs in your "stable" for free similiar to team fortress 2. So for instyance, spend 3 bucks and you've got 3 gauss rifles, spend 5.99 and maybe you've got a Devastator...we'll see when the game comes out of course, but this seems like the best way for it to make money (and therefore be well supplied with DLC)
#13
Posted 19 December 2011 - 12:21 PM
#14
Posted 19 December 2011 - 12:45 PM
Can I also say that it gets rather tiresome hearing others complain about younger players and their inability to play on a mature level. Some of the most mature and respectable players I know are young. My son included. This game cannot and will not be a MW elitists club, for gentleman over 20 only. A bit more positive attitude toward the incoming crowd might prove fruitful.
#15
Posted 19 December 2011 - 12:53 PM
I agree that the whole concern about younger players is unbased. There are a lot of jerks who are older players as well. Every player is an individual. As the basis is free, there will undoubtedly be some disruptive behavior among some players, they will likely move on after a while. That's just how gaming is.
#16
Posted 19 December 2011 - 01:01 PM
Hm, see what I did there?


#17
Posted 19 December 2011 - 01:05 PM
Red Beard, on 19 December 2011 - 12:45 PM, said:
There's a big difference between being accepting/encouraging of younger players and targeting the 10-15 demographic though. A game aimed at an older audience will still draw younger players (particularly if the community doesn't try to exclude them), but a game pitched at a younger demographic is by definition going to be pitched at the lowest common denominator in that demographic, and may end up too shallow to interest the rest of us.
I don't want to keep younger players out (was always one of those younger players running with the older crowd in games other kids my age thought were too complicated, myself), but I don't want the game to be like one of those dreadful movies that advertises itself as "fun for the whole family" either.
#18
Posted 19 December 2011 - 05:33 PM
When we played leagues, we trained our arses off to compete and we fought with honor. Sure there was a lot of FUN to be had, driving Mechs in itself is FUN, but when it came right down to it, we played to win and did whatever it took to make that happen. What we didn't have was members that weren't also serious about the Team and their effort.
We enjoyed every player they joined our Ranks and their age soon became a non-issue as they showed they had what it took to fight and help the Team.
As to the topic

#19
Posted 19 December 2011 - 06:45 PM
Red Beard, on 19 December 2011 - 11:10 AM, said:
Actually, I am going to have to disagree with you on the not paying for equipment getting blown up. I know everyone hates the Eve references, but I have to trot one out here. There are folks on Eve that regularly drop RL cash for in-game currency to buy ships that frequently get destroyed (I personally know at least half a dozen folks that use Eve's plex system to fund PvP). Additionally that is on top of the money they use for pay to play. Yet Eve had over 40,000 simultaneous accounts logged in at one point during this weekend. By deduction, I don't think permanent loss inhibits people from continuing to spend money provided it is a model they understand up front.
Edited by John Frye, 19 December 2011 - 07:37 PM.
#20
Posted 19 December 2011 - 07:05 PM
As for the tiered mech lab I mostly agree with it, however I believe the customization should follow
On contact/campaign (operating out of a MFB or dropship)
Can only swap out broken weapons and make repairs, any customization that's available would likely cost a whole lot more and take longer as well.
On Outreach/base
Here you can make any customization or repair that you wish. The cost will be lower and the time to complete it will be much faster.
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