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Crow's Massive Suggestion And Feedback Thread


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#1 Carrioncrows

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Posted 08 January 2013 - 04:48 AM

Intro:

I’ve been a fan of Battletech for as long as I can remember, I’ve stuck with the titles that have tried to stay true to Battletech and abandon the ones that are mockeries. I believe MWO is one of the ones that will stay true to it. I will try to be as brief as possible but in depth enough that I hope I can get my ideas across clearly.

This also ties in with Weapon Balance suggestions here: http://mwomercs.com/...ce-suggestions/

I would like to help that along with some suggestions and Feedback.

Sensors, ECM and Electronic Warfare

My suggestion for this is to give all Battlemechs something called a Mech Signature, or M-SIG. The M-SIG represents at what distance your mech can remain undetected and UNTARGETABLE by another Battlemech. A simple version of doing this is to give all mechs a M-SIG of 800. This means that one battle mech could detect another Battlemech at a distance of 800m.

The complicated version is that most mechs would have a M-SIG of 800 but some would have a M-SIG that is greater or lesser than the standard 800. This would be different between Battlemechs but could also be different between variants to help give some Battlemechs or variants a uniqueness to them.

Now the opposite of M-SIG is sensor strength. Sensor Strength represents a Battlemechs ability to detect a Battlemech and target them. For instance a Battlemech with a BAP would have a Sensor Strength of 200 allowing it to see Battlemechs as if they had a M-SIG 200 worse than what they actually have.

So M-SIG is basically your stealth efficiency. The lower your M-Sig the more stealthy you are, the higher your Sensor Strength the more adept you are at sniffing out stealthier mechs.
A M-SIG cannot be reduced to less than 100.


ECM

Many if not most feel that ECM is unbalanced. I feel this way myself, now if we were to incorporate the M-SIG idea above we could then allow ECM to reduce the M-SIG of the mech carrying it but also other friendly Battlemechs with-in that 200m Range to also gain the benefits of it. What this would do is allow ECM to be a great tool but not the “Be-All-End-All” Equipment it is right now, certainly useful but not a requirement as it is now.

ECM would no longer JAM streaks or LRM’s. Though with ECM and Sensors offline a mech could get down to 100 M-SIG, but could still be spotted by a friendly mech under 100m or TAG’d, or NARC’d.

ECM set to counter mode would disrupt an enemy’s ECM and or other abilities such as ECM, Null Sig or any other abilities, the ECCM Counter mode would still only counter one opposing ECM just as it does now.

Sensors

In conjunction with ECM and M-SIG the next step is to allow Battlemechs to turn off their Active Sensors this is done so that a Battlemech can further reduce their M-SIG. Now when a Battlemech turns off their Active Sensors they will no long be able to Target enemy Battlemechs to see the condition of their mech and additionally be unable to lock on with Streak SRM’s and LRM’s. This feature helps put the Stealth or detection on their own hands and alternatively give a further role for scout mechs to discover them.

BAP

Beagle Active Probe works just as it did before but with one change, that change is a Sensor Strength boost of 200. This means that a Mech with a BAP can detect and Target a mech with a 200m Bonus to M-SIG

See Picture Attached Below:
Posted Image

Here is a list of both Positive and Negative effects that will Impact the M-SIG.

Things like ECM and Sensors off will reduce your M-SIG making you stealthier, alternative if you get hit by a TAG or a NARC they can significantly increase your M-SIG so that you can be detected and targeted from great distances.

ECM: -400 M-SIG
BAP: +200 to Sensor Strength
Sensors Off: -300 M-SIG
TAG: +600 M-SIG
NARC: +800 M-SIG
Heat: +0-100 M-SIG depending on heat level.

Electronic Warfare
Now with the M-Sig system in place the ability and role for scout mechs are even more important, though a Battlemech can now achieve a way to make them stealthier which allows for more dynamic combat and the importance of communication. Now as far as the spotting and transferring target locations as it is now, none of that has changed. That’s all the same, provided you have your sensors online. Which means that spotting is even more important against targets trying to be stealthy.

TARGETING and ARTEMIS

The Time it takes you to target a Battlemech with LRM’s or Streaks is entirely based upon the M-SIG of the Battlemech, the lower the M-SIG the longer it takes to lock on to the target. The Higher the M-Sig the faster you log on.

Additionally due to the change in M-SIG we can now have Artemis function purely off of M-SIG by not only having the lock on feature work but having the Missile Spread based upon M-SIG as well. The lower the M-SIG the bigger your missile spread but the higher the M-SIG of the target the tighter your Missile spread will be. Of course Artemis should once again be able to work indirectly.

Advanced Modules

Advanced modules is what I would like to see in the game. I saw some picture of another mech tree or pilot tree listing other abilities but I would like to throw this out there as a way to enhance abilities, weapons or piloting of a Battlemech by utilizing the Module system.

If an ability says: Module Slot, then it requires a Module slot to be functional. All of these abilities below are based upon Battlemechs only and as you can see leave a LOT of room for advancement and also allow for a lot of customization. Unlocking an ability does not unlock it globally and only unlocks it for that specific mech, which rewards pilots that pilot the same Battlemech.

Here is the picture followed by explanation of each ability.
Posted Image

Master Piloting (Yellow)

Crazy Ivan: Crazy Ivan can be done while standing Still and involves holding SHIFT and the Throttle Down key, or “D” for most of you. This move unbalances you but allows you to execute an instant 180 degree turn.

Melee: This ability once unlocked gives you access to Melee attacks – (See Melee section below)

Sidestep: This ability can be done by holding down the Shift + Turn right or Turn left key. This allows your mech to strafe one way or the other depending on your direction which allows your mech to be adept at city fighting for stepping out from behind cover and back into it.

Rear Mounts: This ability allows a Battlemech to have a Rear Facing Camera that can be accessed by having a Bound Key, this allows a Battlemech to mount weapons facing to the Rear when it is applicable. Not all Battlemechs can have Rear mounted weapons but some can, namely the Yen-Lo-Wang for one.

Master Ballistics: (Orange)

AC: Kinetic Impact (Module): AC: Kinetic Impact allows a Mechwarrior to fire their projectiles in such a way as to cause maximum kinetic impact. AC2’s have the kinetic impact of an AC5, AC5’s shake targets like an AC10, AC10 has the kinetic impact of a AC20 and a AC20 has the potential to destabilize a mech and potentially knocking it down. Effects Gauss as well.

AC: Double Tap (Module): This ability allows a mech pilot to push “Bound Key” to for whatever weapon is highlighted in their weapon grouping to ignore the standard reloading cycle to have the next shell instantly ready to load. This allows a mech to fire a ballistic weapon, then fire it again after 1 sec. However the downside to interrupting the standard reload cycle is the weapon now suffers a 400% reload time on the next shells. For instance if you fired a AC10 and did a Double Tap, after firing a Double Tap you would have to wait for 12 secs before you could fire your next round and 16 secs if it was a AC20. Works with Guass.

AC: High Explosives (Module): This ability would give ballistics weapons a small splash damage effect equal to 5% of the total damage done to additional locations or the nearest location in the event you fired at the ground. However also note that up close pointblank your Battlemech would also take damage as well. Does not work with Gauss.

AC: A.R.M.(Module): Stands for Advanced Reloading Mechanism. The ARM decreases the chance for a Battlemech to jam an AC by 50% and speeds up unjamming a jammed AC by 50%. Additionally this module speeds up the Double Tap reload speed by 25%.

Advanced Energy

Flamers: Fire Bug (Module): This ability allows a mech with Two or more flamers to set a Fire Template 50m in radius. All mechs in the Fire template, including your mech continuous to take additional heat ever second they remain in the Fire effect. A Fire Template effect lasts for 20 secs.

PPC: EMP (Module): This ability allows PPC’s to have a slight EMP effect on them knocking out a mechs HUD temporarily and has a chance to cause a mech to unlock all targets.

Lasers: Energy Transference (Module): This ability allows a mech to transfer 5% of all laser damage done to the target as additional heat.

Lasers: Energy Throughput (Module): This ability allows lasers to fire and deal their damage 25% faster but also suffers a 15% increase to cycle time.

Advanced Missiles

LRM: Hot Load (Module) A Battlemech with this ability has a minimum range of 90m on all LRM’s equipped. However if a LRM launcher takes damage it explodes and deals damage equal to the size of the launcher. LRM5 = 5 damage, LRM10 = 10 damage, ect ect.

LRM: Bombard (Moduel) A mech with this ability and at least 20 LRM’s can fire their LRM indirectly as a Bombard Template. The template size is determined by the number of LRM’s fired, the more LRM’s the bigger the template. A Mech does not need to have a lock on a Battlemech and has a minimum range of 500m and a maximum range of 1200m with a LRM Bombard Template. Any enemy Battlemech within a Bombard Template suffers 1 point of damage to all locations.

SRM: Extened Range (Module) A mech’s SRMs do not explode until 400m but continue to spread after 270m

SRM: Limited Lock (Module) A mech with this ability gains limited lock on ability with SRM’s. SRM’s can now lock onto targets with the stipulation that once fired there is a 25% chance per missile of that SRM maintaining lock, otherwise it continues straight where it’s aimed.

Advanced Electronics

AMS: Extended Range (Module): An AMS equipped on this mech gains 100m additional range bringing the total AMS range up to 300m.

AMS: Lightening Reaction (Module): An AMS equipped on this mech gains an increased chance to intercept SRM’s and SSRMs

EW: Increased Signature (Module) A enemy Battlemech targeted by this mech suffers +100 M-SIG as it is targeted by Advanced Electronics.

EW: Omni Pulse (Module): A Battlemech equipped with this Module and a Tag or Narc gains Omni Pulse which allows unguided Friendly LRM’s a 15% chance to lock on to the target of the Narc or Tag and home in.

Advanced Piloting (You can only gain access to Advanced piloting by completing Master piloting)

AP: Sprint (Module) A Battlemech equipped with this module can now Sprint. Sprinting allows a 25% increase to Maximum speed however a Battlemech Sprinting suffers from un-stabilized which means if they go over rough terrain, clips a building, or suffers significant damage the mech will be knocked down. Additionally because a mech is not built for sprinting it taxes a mechs fusion plant to supply the power necessary and as a result a mech continuous to heat up regardless of heat efficiency and gains 5% heat a sec as long as Sprint is activated.

AP: Melee Weapons (Module) A mech with this module equipped can purchase and equip melee weapons on their Battlemech if Able: Hatchet, Sword, Club, Diamond tipped claws (Yen-Lo-Wang). These weapons are used just like normal melee attack (See Melee section) Not all mechs can use Melee weapons.

AP: Kick (Module) A mech with this module can now preform a Melee Kick. A Melee kick is a devastating attack that deals significant damage to another Battlemechs lower legs or torso. (See melee Section)

AP: Jump (Module) A mech equipped with this module can make their mech preform a short hop to gain the necessary height to scale landscape outside of jumpjets. Notice some mechs are more capable of jumping than others such as the Cicada. A Battlemech Jumping suffers from un-stabilized and if not successful stands a chance to fall down.

Melee

See video for quick explanation.
(Video Comming, It's done but Movie maker is causing me grief, this is my third attempt. Movie maker is a mystery to me and I didn't feel like taking the time to make a movie in 3DSMax)


Rare Salvage

Rare salvage is a feature I would like to see implemented into the game. After every game every player that earned a certain amount of XP gains a chance to earn “Rare Salvage” As the name implies this is something that is rare, say 1 out of every 20 games or even 1 out of every 30 games would be how often a player would gain access to Rare Salvage.

See Pictures 1 and 2
Posted Image

Posted Image
Rare Salvage represents Named parts, specifically names weapons, names engines or other unique equipment in the Battletech universe. Until now all of our equipment is basically generic stuff but named equipment offers a slightly different take on the same weapon.

Rare Salvage isn’t like regular equipment, if Rare Salvage gets damaged you have to PAY C-bills to repair it or pay for Ammo required. Running Rare salvage might give your mech a slight edge but you’ll pay through the nose in C-bills if you die without making a good showing.

Rare salvage isn’t Better, rare salvage is just different and has both benefits and detriments

For instanced the Martel Medium laser would still be 1 ton but takes up 3 slots, in addition to that the Martel Medium laser would deal 6 Damage over the regular Medium lasers 5.

A Zues PPC would take up 6 slots but weigh 5 tons.

A Pitman STD Engine would only take up 4 Slots but have an increase in weight which would allow you to slightly break the mold on some Battlemechs. For instance a Pitman STD engine wouldn’t help out an Atlas D-DC at all, but having a Pitman STD Engine on a Centurion would allow the Centurion to gain access to 4 slots to fill its 2 energy hard points.

A Luxor D Series AC20 would only deal 18 damage but have both projectile speed and range of an AC10.

These are not set it stone these are just a few examples to give the developers some ideas.

If you had no use for the Rare salvage you could sell it on the Black Market for a sizable amount of C-bills or you could buy Rare Salvage one the Black Market for a Large amount of C-bills or a small amount of MC.

See Picture:
Posted Image



Campaign Mode

Campaign mode is a slight variation on the old Conquest mode with a single difference. The ability to respawn, the game isn’t complete until the score limit is reached.

Allow me to explain how respawns work.

All Battlemechs are dropped into the game with their custom variants and the game insues and plays out, players stay dead until their team earns the right for their team to respawn.

Respawns are earned gaining R-Points:

Taking an enemy node – (Awards 1 R-Point)
Taking 2 neutral points: (Awards 0.5 R points per Neutral sight capped)
Destroy Enemy mech : (Awards 0.2 R-Points)

Here is where it gets tricky, a player spawning can only respawn at a non-contested friendly controlled point. (They get dropped in via a Dropship) The Battlemech they respawn as is determined by the R-points they’ve or their Team has accumulated for them.

1-R-point – Trial Mech Light or Medium
2 R-Points – Trial mech Heavy or Assault
3 R –Points – Mech they initially started the match with.

Once you respawn your personal R-Points are wiped out, so you have to go out and earn more R-points or have your team earn more R-points to win you the right to respawn again.

So fights are constantly over locations to not only gain the most points but to help your team to respawn. Even if you’re the last person alive you can still try and take an enemy location and win the right for your team to respawn.

Edited by Carrioncrows, 04 April 2013 - 02:16 AM.


#2 Carrioncrows

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Posted 08 January 2013 - 04:59 AM

Posted Image

Edited by Carrioncrows, 10 March 2013 - 03:50 PM.


#3 Obikirk

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Posted 08 January 2013 - 05:00 AM

Blimely, you werent lying when you said massive! I like alot of these suggestions, but I think most of them would take a very long time to implement given the level of reworking needed. Still, would be nice to see some of these ideas in a longer timescale. Im not sure I agree with being able to buy named components with MC, we cant buy the standard ones with MC so why the named variations? Additionally, I think your changes to ECM and I-War generally are very good, but they do nothing to stop streak-boating and the return of the infamous streakcat. Any suggestions with how to deal with that particular walnut?

#4 Carrioncrows

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Posted 08 January 2013 - 05:18 AM

There are ways out of the Streakcats, trust me I hate it too!

But remember your M-SIG determines how long it takes for targets to lock on to your mech, so you can turn off your sensors to dramatically increase that time, and then it's only a matter of breaking LOS, shutting down to break lock or a few other things such as having a PPC with the EMP Module equipped to break his lock.

Also take note that if they are streak cat'n they don't have Arms which means you would have an advantage to melee the **** out of them if they wanted to get in that close.

It's not perfect but hopefully once the net code is cleaned up it will even the battlefield to make Streaks just another weapon with Pro's and Con's as opposed to the Ultimate weapons.

The Reason to buy the Rare Salvage with both C-bills and MC is of course purely for developers benefit. Not to turn them into a greedy cash cow but the Idea behind the Rare Salvage was that it was player driven and wouldn't always have the amount of equipment up at any given time.

Players could sell the Rare Salvage for C-Bills only, albeit a lot of C-bills since rare loot should have like massively more expensive.

Also Rare Salvage isn't like regular equipment, when it gets damage you have to Pay C-Bills to repair it, sometimes a lot of C-bills. So if you tank a match with out a good showing you could go negative meaning it cost you to play that match to repair or rearm.

Now Rare Salvage isn't necessarily better, just different allowing people to run slightly different or unique builds.

You can buy Rare Salvage with C-bills of course but those of us that like to support financially our favorite game can get them with excess MC hang'n around and the Rare Salvage would be cheaper by using MC.

It wouldn't turn this into a Pay to Win by any means but gives some of us another avenue to spend MC on outside of buy'n mechs, and camo's.

Edited by Carrioncrows, 08 January 2013 - 05:25 AM.


#5 Seijin Dinger

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Posted 08 January 2013 - 05:41 AM

what about other ballistics? no love for Gauss or Machine Gun?

#6 Carrioncrows

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Posted 08 January 2013 - 06:03 AM

Gauss would benefit from:
Kinetic Impact
Double Tap

(I edited the post to reflect this, thanks for pointing out what I intended but didn't include)

As for Machinegun until it is stabilized I'm not sure where the developers intend for it to be. it's clearly not a damage weapon and by their remarks they intend for it to be some sort of a finisher weapon.

if I was going to suggest a Module for it i would probably suggest:

Bring the Pain (Module) Your machine guns deal double damage but machine guns only have 1000 rounds per ton.

*shrug*

=)

EDIT: Also, I live in Castle Rock, your like a jump skip and a hop away from me. =)

Edited by Carrioncrows, 08 January 2013 - 06:07 AM.


#7 Darkblood

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Posted 08 January 2013 - 06:20 AM

Many good suggestions there. My take:

Sensors/ECM/targeting stuff: like it very much! The exact numbers are a matter of tweaking, but the ideas are sound. I specially like being able to turn off sensors (like in mektek's MW4). For those worrying about streak-monsters: there's already a fix announced in the command chair that makes streaks hit legs and arms too. Couple that to the longer lock on time (and maybe faster loosing of lock) suggested here and you can strike a good balance.

Master Modules: not sure, mighty game breaking possibilities there, I would postpone that one to way after all other problems are solved.

Melee: just plain fun! And long waited! (every MW fan is waiting for melee on the next game, just to be let down). Sadly we need collisions and falls to be very nicely behaved before we think about that

Rare Salvage: nice, but I wouldn't allow for black market. You could scrap them for c-bills, but allowing for player buying it or trading is game breaking.

New Game Mode: sounds good. But I didn't get what happens if I die without R-Points (there's a slight confusion on getting these points for you or your team, are there two point pools?)

Now, ON THE DOWNSIDE, I'm starting to have my doubts about how much of the suggestion forum stuff actually ever gets any attention. Specially huge re-coding suggestions like the sensor stuff you have here...

Anyway, kudos to you for trying!

#8 Zyllos

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Posted 08 January 2013 - 06:43 AM

I am not sure about your other suggestions but the comments on Electronic Warfare is a very good idea!

Your comment on ARTEMIS and working indirectly, that is a no-go. The whole point of ARTEMIS is to gain a boost with missiles (locking or not) while being directly exposed (within the TT, it is basically a single launcher with an auto targetting TAG attached to it).

With the above M-SIG and Sensor Strength, GECM and AECM could easily be modified and implemented. GECM would provide -400 M-SIG to only yourself while AECM would provide -200 M-SIG to yourself and those around you.

Along with your suggestions, they need to remove the built in C3 systems for all mechs (providing targetting information to all teammates) and actually implement the C3, thus giving even more emphasis on the Information Warfare.

The idea that missile spread and lock-on time is a function of M-SIG, ARTEMIS should consider the target's M-SIG as larger when locking-on and missile spread while not effecting the actual M-SIG for determining sensor detection.

The heat effecting M-SIG is also an interesting idea. Running hot will allow enemy mechs to detect you much easier, which I always like the idea of having heat matter more than it does now (only at 100% does heat matter).

Edited by Zyllos, 08 January 2013 - 06:51 AM.


#9 Carrioncrows

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Posted 08 January 2013 - 06:48 AM

View PostDarkblood, on 08 January 2013 - 06:20 AM, said:

Many good suggestions there. My take:

Sensors/ECM/targeting stuff: like it very much! The exact numbers are a matter of tweaking, but the ideas are sound. I specially like being able to turn off sensors (like in mektek's MW4). For those worrying about streak-monsters: there's already a fix announced in the command chair that makes streaks hit legs and arms too. Couple that to the longer lock on time (and maybe faster loosing of lock) suggested here and you can strike a good balance.

Master Modules: not sure, mighty game breaking possibilities there, I would postpone that one to way after all other problems are solved.

Melee: just plain fun! And long waited! (every MW fan is waiting for melee on the next game, just to be let down). Sadly we need collisions and falls to be very nicely behaved before we think about that

Rare Salvage: nice, but I wouldn't allow for black market. You could scrap them for c-bills, but allowing for player buying it or trading is game breaking.

New Game Mode: sounds good. But I didn't get what happens if I die without R-Points (there's a slight confusion on getting these points for you or your team, are there two point pools?)

Now, ON THE DOWNSIDE, I'm starting to have my doubts about how much of the suggestion forum stuff actually ever gets any attention. Specially huge re-coding suggestions like the sensor stuff you have here...

Anyway, kudos to you for trying!


As for modules, remember you are limited by the number of Module slots you have. Check out some of the mech variants and pay attention to the favorites. Some of the Favorites which are considered by many the 'Best Variant" have the least amount of Module slots, of course these can also be tweaked later by Dev Team.

@ ECM: I think it's a great change, makes ECM useful without being overpowered. Great for helping to keep your team undetected but it's not a God weapon and can be defeated by scouts, TAGs, NARCs, and BAP.

@ Rare Salvage: Basicly yes you could scrap them for C-Bills on the Black market, instant C-Bills (1/2 of what it's worth) your part is done. This is optional but the server could then add Quanity: 1 to the Black market for that part. It's not a requirement, all of that loot could change out daily hourly or weekly. I just though it would be nice to sort of have it player driven. The price would be set, you couldn't trade parts, ect ect.

@ R-points: R points are client side, Earning R-Points awards them to you as well as your team. You respawn your R-Points are reset and you start at 0 again, so you must continue to earn R-Points to be able to respawn again or you stay dead until the end of the match or your team earns R-Points for you.

The reason for the R-Points at all is to determine what mech you can respawn as. Lets say you die early in the match and your team just manages to get 1 R-Point. Now you could instantly take the respawn and come in as a Trial Light or medium, but you see that two of your teammates are taking over two points of theirs. If you waited a few more moments they would both earn 1 R-Point giving you a total of 3 R-points allowing you to respawn as a Trial - light, medium,hvy,assault or your custom mech you started the match with.

So you decide to wait and respawn as a custom mech.

You do and a dropship drops you onto a friendly uncontested point of your choice, Perhaps one you decide that is going to come under assault by enemy forces.

Lets say you die again, but your team has managed to gain an additional R-point. You once again decide to wait to see if you can get a better mech to respawn in, so you wait and you realize the fight is going poorly so even though you have only 1 R-point you decide to spawn in as a Light Trial mech

But Wait!

The enemy has the only points your team controls contested which means you can't respawn, not until one of the points goes out of contested or your team manages to capture another point that's not contested.

See how that goes there?

Every time you respawn the R-points are reset for you, you can wait and try and be a force multiplier by earning up or having your team earn up R-points or you can deploy in a lighter quicker mech as sort of a quick reaction force to prevent your team from being locked out.

#10 Carrioncrows

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Posted 08 January 2013 - 06:55 AM

View PostZyllos, on 08 January 2013 - 06:43 AM, said:

I am not sure about your other suggestions but the comments on Electronic Warfare is a very good idea!

Your comment on Artemis and working indirectly, that is a no-go. The whole point of Artemis is to gain a boost with missiles (locking or not) while being directly exposed (within the TT, it is basically a single launcher with an auto targetting TAG attached to it).

With the above M-SIG and Sensor Strength, GECM and AECM could easily be modified and implemented. GECM would provide -400 M-SIG to only yourself while AECM would provide -200 M-SIG to yourself and those around you.

Along with your suggestions, they need to remove the built in C3 systems for all mechs (providing targetting information to all teammates) and actually implement the C3, thus giving even more emphasis on the Information Warfare.


As for your ECM remember we are also missing out on NULL SIG, so that could easily be what you are talking about there.

Artemis would work off of M-Sig. Lets say they have a M-Sig of 200 your Artemis would gain 0 benefit, Lets say the M-Sig of 400 your Artemis would gain a 10% bonus to missile spread. Lets say your target has a M-SIG of 800 your Artemis would gain a bonus of 50% to missile spread.

Larger the M-SIG: the better Artemis preforms, ect ect.

As for the C3 System I know how you feel but the current system above sort of phase's that out with M-SIG and a reliance on other mechs to "Spot" target for you. It may feel like a C3 System but there is a lot of lore and backstory around a mech acting as a spotter for others (Stackpoole comes to mind)

Now the spotting feature just can't be done by any other mech willy nilly, they must either be geared for it with Tag, BAP or Narc to increase a targets M-SIG enough so he can lock on and "Spot" for other targets or must be in close enough to Target.

I'm sure when an actual C3 system comes out...*what 2 or 3 years?* I can re-adjust my feedback. I'm thinking something along the lines of a Mech with C3 that targets an opponents mech automaticaly convers a 200 M-Sig to it, making it a larger target.

So two mechs with C3 target the same target it would then confer a 400 M-Sig penalty to that mech, ect ect.

Edited by Carrioncrows, 08 January 2013 - 06:58 AM.


#11 Karl Split

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Posted 08 January 2013 - 07:00 AM

Incredibly detailed work, some real gems of ideas in there like the sensor strength thing.

Some of the stuff i don't agree with like the overuse of modules, I just find the whole concept annoying, but to each their own.

Overall, +1 for effort and time ^ ^

#12 Seijin Dinger

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Posted 08 January 2013 - 07:06 AM

View PostCarrioncrows, on 08 January 2013 - 06:03 AM, said:

EDIT: Also, I live in Castle Rock, your like a jump skip and a hop away from me. =)


Cool, I know of a few other WA State Mechwarriors

#13 Carrioncrows

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Posted 08 January 2013 - 07:20 AM

View PostKarl Split, on 08 January 2013 - 07:00 AM, said:

Incredibly detailed work, some real gems of ideas in there like the sensor strength thing.

Some of the stuff i don't agree with like the overuse of modules, I just find the whole concept annoying, but to each their own.

Overall, +1 for effort and time ^ ^


From what I remember of my Double Blind Mechwarrior days the Module slots essentially represent your mech's Battle Computer. You earn enough xp and you could actually teach the computer to do things for you, or do things automatically for you.

This is the way I see the Module system, just a way to specialize your mech a little more off of your preferences, I don't see any of the abilities as out and out broken. Useful, sure but as I mentioned above some of the mechs with the most module slots are the least popular ones which offers yet another way to make the less popular variants more attractive.

As opposed to the Raven-3L or bust when looking at light mechs sort of feel we have now.

#14 Attalward

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Posted 08 January 2013 - 08:25 AM

Humm your rework of information warfare is what we need. I like it a lot.

I also think the rare salvage is a good idea.

I was going to say that i dont like your modules so much. But after rereading it and thinking it would really cool to have those extra hidden maneuvers to surprise my enemies. And also got surprised by them. (though no double-tap thats for ultra-ACs).

#15 Carrioncrows

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Posted 08 January 2013 - 03:53 PM

Most of the Abilities and Modules are based off of Table Top abilities and or abilities that i've read about in some of the Lore / B-tech books.

The ultra's are consistently better with a different trade off in weight and ammo. But you should still be able to fire a AC or Gauss in a Double Tap fashion, except it has a huge downside in that you'll be locked out of your gun for 8-16 secs.

#16 Reno Blade

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Posted 12 January 2013 - 09:37 AM

Very well written great ideas.
The whole signature and signal-strengh would be so much more fun. you could add a whole cockpit loadout and sensor array depending on what role you intend to play in that mech.

#17 LynxFury

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Posted 12 January 2013 - 12:32 PM

I think your M-Sig and signal strength suggestions are right on the mark. I'd also probably add mech size as a small factor.

Mech Size: Mech ton - 60. (80 meter difference between Commando and Atlas)

--
Rare Salvage...great idea to increase depth and BT connection.

Didn't care for laser change names....but I think the slight change ideas are sound.
"Laser overload" module: +10% damage, +10% duration, +10% recycle time

#18 wickwire

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Posted 12 January 2013 - 02:26 PM

Hire this guy!!

#19 Sidekick

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Posted 12 January 2013 - 05:32 PM

PGI, please hire this man!

#20 M4rtyr

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Posted 12 January 2013 - 05:40 PM

Some of the OP I like some I think would be to complicated to impliment properly at this stage, such as the M-SIG (good idea just lots to take into account at a very late stage).

But the main thing I wanted to comment on is the pilot skill trees/modules. Thats what I would have expected from the start for pilot progression. But it makes balance so much harder. So I'd like more depth in it but fear specific alterations to various weapons will throw the weapon balance all to hell. So i don't know if your option is best but I'd like to see something more.

But that being said, the mech cusimization is the real way of building your character as opposed to other MMOs. *shrug*





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