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Consumables Have Their Place.


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#1 Strelitzia

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Posted 04 March 2013 - 02:13 PM

Edit: PGI's current system http://mwomercs.com/...10-consumables/ for reference.

General moves too fast, re-posting here in hopes that devs see this.

Consumables such as coolant flush, artillery strike, and air strike can be fun and add gameplay and tactical depth to MWO.

Yet, by lumping self used consumables (coolant flush) and team wide consumables (artillery strike, air strike) together I believe you have oversimplified a complex issue.

Consumables (as in one time use items that must be repurchased) that are bought outside a match has NO place in any game striving for competitive balance. If PGI ever want MWO to be taken seriously as an esport or have any meaningful tournaments please reconsider this.

I will elaborate on the issues.

1)
Self targeted consumables such as coolant flush can be in the game they just have to work like BAP, ECM and such. Limit their use per match but make it a permanent item. Not only that, it needs to have SLOT and WEIGHT requirements. A Coolant Flush Pod (http://www.sarna.net/wiki/Coolant_Pod) is a physical item that needs to be mounted on a mech, modules are computer programs mechwarriors add to their computers for enhanced performance. These item's uses are soley up to the pilot's own discretion but should require a cost in the loadout of the mech.

2)
Artillery and Air Strikes are a whole different type of ability and should be treated seperately. FIrst of all, these types of ability should be deployed using (or unlocked based on) currency gained DURING matches, for example: conquest points, or in case of assault time elapsed, or even kill/death points. The commander should be in charge of authorizing these types of ability while team mates can mark/propose targets through their HUD interface (and please add voiced quick commands already please). This is how teamwide abilities like these should function and not as a potentially very powerful consumable that anyone can just decide to take on their own and use at their own discretion especially since this is a TEAM game and not CoD.


Please consider these factors if the desire is to implement consumbles in a meaningful balanced way. I could elaborate on why I think you had to do this (C-bill sink) but I would rather not let cynicism take over.

Edited by Strelitzia, 04 March 2013 - 04:48 PM.


#2 HammerSwarm

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Posted 04 March 2013 - 02:27 PM

I like your passion on the topic and hope they are not just c-bill sinks. I like the idea of a coolant pod and am hoping that they can implement it easily enough. I have been worried for some time about the artillery and other consumables as well. I am hoping they flesh it out a bit even before tomorrow.

#3 Strelitzia

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Posted 04 March 2013 - 05:44 PM

Bump since we now know all the facts.

http://mwomercs.com/...10-consumables/

Edited by Strelitzia, 04 March 2013 - 05:44 PM.


#4 Metafox

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Posted 04 March 2013 - 08:02 PM

I completely agree regarding both types of equipment. Coolant pods could have been a great new module and artillery strikes could have been a great counter to sniper-heavy teams. Now, because consumables are single-use, they can't be used regularly and they don't contribute much to regular tactics or gameplay (unless you're willing to pay money for them, but that's a whole different issue). It's disappointing how all of the effort that's gone into these features and all of the potential that they had has apparently been wasted because of the consumable system.





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