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Consumables & Command Module Change


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Poll: Command Console & Consumable Changes (2 member(s) have cast votes)

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#1 Butane9000

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Posted 20 March 2013 - 03:07 PM

Okay I'm not a fan of the current consumables system. Some of us are and some of us aren't. However one of the big things that people dislike is how it's implemented. My idea for a fix is combining the consumable system with the command module.

First the Command Module has to change. Here's my idea for it:
  • 2 critical slots
  • .5 ton weight
  • Command Module has a slot of 1 consumable item per match (similar to how 275+ rating engines work with their extra heat sink slots)
  • Only mechs (players) with command module equipped can take over as commander in a match.
  • Commanders always see friendly player information on their screen (normally hold Q button for this) unless friendly unit is currently inside enemy ECM field
  • Commanders can put their crosshair over a friendly unit and see their armament
  • Commanders can use consumables (artillery strike, air strike etc.)
  • Commanders can authorize other players in a match with a command module equipped as sub-commanders. These players will have access to their consumable item and friendly info viewing when moving their crosshair over allies.
  • Sub-commanders can be switched out regularly though the primary commander will have to access his command module to do so.
  • There can be no more then 3 commands on a team at once. 1 primary commander and 2 sub commanders.
Now the consumable system is tied with the command module giving players a reason to take the command module into battle. It also removes the issue of requiring players to use their module slots on consumable items.

As you can read this system would prevent players from actively using coolant flush. However such a system was shot down from the start of MW:O and many of us disagree with it in practice. The system I wrote down is designed to remove Coolant Flush from the game without removing consumables which are a staple of F2P titles when done properly.

Ideas for consumables (aside from Air Strike and Artillery Strike)
  • UAV - Unmanned Aerial Vehicle to scan areas and find mechs. Equipped with TAG and targets closest mech to the UAV. 30 Second flight time. Can set path to fly in the Command Module when using.
  • EMP Bomb - Electro-magnetic pulse weapon designed to interrupt enemy operations. Will not shutdown mechs, will damage enemy HUD for 20 seconds. Enemy HUD has a chance to shut down and restart at random (does not shut down the mech). Can be negated by enemy shutting their mech down manually and rebooting.
  • Air Support - Call in friendly fighters to negate an enemy air strike.






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