Hey guys, I was thinking of this crazy idea that would require an overhaul of the Trial Mech system.
I like the idea of 4 Mechs on rotation on a weekly/biweekly/monthly basis.
So we keep the 4 Mech system. What we change is the limitations we place on them.
Reduce the amount of C-Bills earned from the match.
Keep the Cadet Bonus
No XP earned from trial mechs.
However, the system should allow for a very limited Mechbay for people who use each of the four mechs once. This mechbay will have limitations but still grant people the ability to experiment.
No Modules; endgame anyways
No Upgrades; focus on the mech itself
No Camo/Aesthetics; So that people don't use 'em on trial mechs
No XL Engines; to keep it simplified.
Lastly Limited Quantities of items and weapons. A small range of STD Engines and 1-2 of each weapon.
The system resets the counter every time it changes. You have to try each mech at least once every rotation.
You then are free to tinker and play with each mech. People will actually learn to build a mech before buying one.
We all know most basic mechs suck but If you allow the system to teach them or allow them to learn it would be great.
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Trial Mechbay
Started by DEN_Ninja, Mar 04 2013 06:07 AM
4 replies to this topic
#1
Posted 04 March 2013 - 06:07 AM
#2
Posted 04 March 2013 - 06:10 AM
I could see maybe expanding the trial mechs to include another variant of each mech. Putting new players in a mechbay with almost no documentation is probably a mistake though.
#3
Posted 04 March 2013 - 06:13 AM
Sug, on 04 March 2013 - 06:10 AM, said:
I could see maybe expanding the trial mechs to include another variant of each mech. Putting new players in a mechbay with almost no documentation is probably a mistake though.
It is better than throwing them into Trial Mechs. Get angry in under 25 mechs and quit. Everything is also learned by word of mouth, there is no room to experiment for new players. What is the point of giving a player a free mech if they by 25 matches they don't know how to build one?
#4
Posted 04 March 2013 - 06:20 AM
You're not talking about a trial Mech Bay, you're talking about customizing Trial Mechs. I don't think the number of matches a new player has to play under the current system is enough to warrant the programming time. I also don't think reducing CB to slow it down would help.
I wouldn't worry about it, though. I'm sure there will something in the tutorial to walk new players through the mech bay and customization, once it's added.
I wouldn't worry about it, though. I'm sure there will something in the tutorial to walk new players through the mech bay and customization, once it's added.
#5
Posted 04 March 2013 - 06:25 AM
I think it does. Right now MWO has many barriers to entry.
People have to get use to a Moving with a incremental Throttle system. They contend with independent leg and torso movements. Then they learn to use weapons. I am not in low ELO where people fire LRMs under 180m but I assume it still happens. Next is mechs and how to use each one. Then learning the general mech roles. Then they go onto learning how to build a mech which in the end is one of the most difficult skills. They buy their first mech and don't understand what they are looking at.
What is all this? It costs so much money! I can't get anything? This is cheap I will buy it.
Spending C-Bills on unfamiliar things and dig deeper holes.
People have to get use to a Moving with a incremental Throttle system. They contend with independent leg and torso movements. Then they learn to use weapons. I am not in low ELO where people fire LRMs under 180m but I assume it still happens. Next is mechs and how to use each one. Then learning the general mech roles. Then they go onto learning how to build a mech which in the end is one of the most difficult skills. They buy their first mech and don't understand what they are looking at.
What is all this? It costs so much money! I can't get anything? This is cheap I will buy it.
Spending C-Bills on unfamiliar things and dig deeper holes.
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