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Brainstorming


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#1 Marcus Cvellus

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Posted 16 March 2013 - 11:38 AM

Pulled some ideas trough my head and some are new some i might saw earlier and refined.

I will arrange them by numbers.
1. Weapon convergence.

How about adding the convergence setting in to mech lab and/or weapon groups?
Some presets like "close range", "medium range" and "long range"?

Everyone who paid a bit of attention on geometry would know that convergence point of lines from fixed origins cant be same at all distances.
It would do wonders considering the teamplay.

You are a sniper? Great job taking assaults from half map away.
You have jenner in front of you? I hope you brought some buddy to help you now when he is in your face.

2. Ppc/erppc manual charging.
I was watching one of early MWO trailers and thought that it was pretty cool concept.
Having a lot of those weapons might bring a lot of power to pilot, but unleashing their full potential in shot is possible only if he hits the sweet spot while charging them.
A bit over = more heat or even damage to weapon, a bit less = less damage delivered.
it might actually get completely destroyed and needs replacement. (see point 3)
Great skill and nice reflexes for a great heavy hitting weapon.

3. Economy.
You know we will get to point of people having gajillion c-bills?
Also, community warfare is right around the corner.
I will skip the classic R&R pro stuff, and get to the point.
All mechs, all weapons and every tonne of armor is produced somewhere.
As i am following CW ideas from the closed beta, i know that you dont need suggestions about that part.
I am talking about stuff getting destroyed, blown to smithereens by either overlook of pilot or by combat.
Think about outfitting your mech with those shiny highly calibrated ARTEMIS srm launchers, because if you lose them, there is no getting them back. You have to buy new ones. But, you know, Steiner hold majority of factories, and they said they ain't selling many. Good luck finding replacement at reasonable price, if at all.
You were stripped of all your ferro-fibrous armour? Well, replacement is in order of every little piece.
Bill is on your PDA. It is higher than usual, everyone think the ferro-fibrous is the hit this summer, demand is up.
You dont like it? Well get some mecenaries and your buddies and go get planet quadrant where factory is. If you can...

4. Hardpoint tweaking.
Ok, we understand you really want those gauss rifles on that small machinegun slot.
Sorry lad, techs have to change those hardpoints to heavy duty/high tech ones that will allow for those things to be powered up. And it will cost you.
If your weapon gets destroyed due to its volatile nature or sheer fact that bunch of guys shot it off , well, you will have to reinstall it and re-tweak it again. (see point 3)

5. Twist speed/rotation speed
Multi tonne upper part of walking weapons turret can theoretically twist as fast as myomers can sustain.
but, dont forget inertia and centrifugal force. Can it be that some techs remembered that and tweaked mechs twist speed so the forses dont rip mech in half when pilot decides to twich toward that commando circling his mech at full speed?
Also, bigger engine does not mean agility boost. You have fast moving mech alright, but try making sudden turn or stop in truck loaded to the brim. It ain't gonna happen.


Have some more, to be added later. :D

Edit:

6. Salvage.
Weapons/equipment lost on the battlefield would fall in the hands of victorious side. Some small percentage would get a chance of being repaired, but rest would go to scrap. Scrap could be used for repair and/or as resource for further production.
Considering mech fallen on the battlefield and captured by enemy, it would be offered to its original owner back for some (fixed?) price, and it will be on owner to accept or decline the "ransom".

Edited by Marcus Cvellus, 16 March 2013 - 03:14 PM.


#2 Henree

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Posted 16 March 2013 - 02:45 PM

definitely like the economy idea!

oh and an ammo count in mech bay

Edited by Henri Schoots, 16 March 2013 - 02:47 PM.


#3 Weirdjedi

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Posted 16 March 2013 - 02:46 PM

The economy is one thing that this game is really having a hard time trying to balance. I feel they have something going for getting money from customers. (1) Faster Experience for Sub Time (2) Customization with cosmetics and (3) Mech bay slots for extended play. Of course, I think they are trying a little too hard inducing the alternative "better" items with the future module additions.

But, they are having a very hard time trying to balance an end-game money system. This is where the idea for Repair & Reload came in. The idea was X Mech + Y Weapon + Z System = (X+Y+Z) Price. Problems with this abounded, starting with new players. Free players had a hard time justifying using better equipment and even hardcore players were paying more than they achieved ingame. They had no choice but to scrap this plan.

The system would have worked if they perhaps tried a different approach you suggested above. These options could include (1) Salvaging items from the battlefield, (2) Limiting the missiles or systems you could repair & replace after rounds (3) Offering rare rewards to "missions" achieved in the field or (4) Restricting certain maps or "levels" to certain builds. Something has to be done to help balance between new mechs and upgraded mechs.

#4 Marcus Cvellus

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Posted 16 March 2013 - 03:09 PM

Considering balance new vs old, it can come to something as simple as intelligence window and merc contracts and or house assignments. Those are essentially supposed to be contracts that pilot or groups of pilots could accept or decline.
So basically newbies (or vets) could get an intel report of what is supposedly waiting them on the ground.
Accept or decline.
Again, more c-bills switching hands, risk is involved, but reward is there if you get it.





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