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Weapon Availability And Subtypes


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#1 Omar Ravenhurst

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Posted 07 February 2013 - 10:21 PM

For a bit on who I am and what I'm on about, go here: http://mwomercs.com/...ng-suggestions/

This suggestion is made on 2/7/13 and represents the state of play at that time.

Some Background:
One of the fundamental traits of the Battletech universe is the availability of certain technologies, or lack there of. Centuries of warfare have both limited the ability to produce and improve weapon technology as well as limited access to existing technology. There are many worlds across the innersphere, and not all of them are centers of industry. Atlases are not always easy to obtain, nor are Gauss rifles. Two factions may have access to Large Lasers produced with completely different technology, manufactured in completely different ways. As a result, some of the richness and mystery of the franchise is that access to technology is uneven.

The Challenge:
Introduce both the element of limited access to technology as well as variability in the various equipment categories without significantly altering the user interface, frustrating casual users through comlexity, or creating combat imbalance.

Solution:
There are two parts to the solution. First, make equipment classes exactly that: classes. A Large Laser is a category of laser, not an actual model. There should be subsequent selections of the actual model of Large Laser to be purchased or used. Second, availability of some or all models of a piece of equipment should be limited based on one or more criteria. An alternative or extention to the second part of that solution is to alter the cost of a specific model.

Implementation:
In the mechlab loadout section, equipment now shown is converted to equipment categories. Selecting a category drills down to show those models of that piece of equipment that are presently available. The price and availability of each model is shown much as it is today. Previously purchased pieces of equipment are also shown much as they are today, just at one level deeper. Instead of purchasing an LRM-10, the user would click on LRM-10, to see that there are 3 models of LRM-10 available, such as the Telos Decacluster LRM-10. They would mount the hardware to their battlemech in the exact same drag and drop fashion as they do today.
That is the UI change required, but the important part of the implementation is what happens behind the scenes. First off, the different pieces of equipment should have desirable but minor stat alterations. These alterations should not change the weight, space, or type of the weapon. A Large Laser always is always an energy weapon that weighs 5 tons and takes up 2 crits. Also, the base stats, damage, cooldown, heat, etc, on all Large Lasers should be the same. The differentiation comes in the minor effects. The Large Laser produced at the Yutani Mechwerks have a 10% faster cool down, but do 1 point less damage and cost 15% more c-bills. The autocannons from Bob's House of Boom, obviously a rogue manufacturer out in the periphery, might cost a bit less, but are more fragile (start a match with 1 damage). The second concept to be introduced based on this mechanic is the availability, or lack there of, of certain models. At any one time, the mechwarrior might gain access to some premium hardware because a transport from a major manufacturing hub just jumped in loaded with gear and the local merchants are flush with the good stuff. This could be random and/or based on a broader narrative (eg. the weapons plant on Altair IV was destroyed, so none of their special Gauss rifles for a while and the price of ALL Gauss rifles goes up due to the constricted supply). Special hardware would always have limited quantities available.

Purpose:
We're after two effects here: increase the user's personal stake in the equipment they purchase and give the user a reason to increase their total playing time. They may also be a bonus effect of deepening the tactical aspect to mech loadout and tactics.

Achievement of Purpose:
The implementation should have three effects. First, players will need to be online more often to ensure they are able to obtain the latest, and best gear. Second, players will have an even deeper element to mech loadout optimization. Both of those effects should increase user involvement and attachment. The third effect is an alteration to combat. The increased variety of weapon effects and stat mods would increase the challenge without increasing complexity.

Further Enhancements:
The Faction element could, and should, be applied to this mechanic. It may be easier for Draconis to obtain equipment from a Combine held world. A user that has selected DC as their faction could benefit from the strength of their faction. Perhaps it is harder or more expensive for a Lone Wolf to obtain specialized tech as they always have to go through a middleman.
The same mechanic (limited availability and/or increased cost) could, and should, also be applied to mech chassis. It should be very strange to see a mechwarrior with ties to Kurita dropping in an Atlas.

#2 Fats McClure

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Posted 07 February 2013 - 10:41 PM

After reading two of your posts, i think PGI should have an actual dialog with you. Maybe they realize these things, and it's just taking them a while to get it nailed down, but you clearly know your stuff.

A calm voice of wisdom and reason is an infrequent occurrence on t3h Interwebz.

#3 Omar Ravenhurst

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Posted 09 February 2013 - 02:52 PM

I'd be more than happy to help. I hope they at least see my posts and take them for what they're worth. As you say, maybe they're already thought of these things. If they haven't, however, maybe my posts will have a positive impact.

As I say in my initial suggestion post, I've been involved in the BT universe for a very long time. I'd really like to see this game be something special. It may never be WoW sized, but there's no reason it can't occupy the entire mech game niche, and that's NOT a small niche.





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