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Mechwarrior Quirks


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Poll: Quirks (75 member(s) have cast votes)

Do you want Quirks or not

  1. Yes, Both Positive and Negative. (42 votes [56.00%] - View)

    Percentage of vote: 56.00%

  2. Yes, But only Positive ones. (2 votes [2.67%] - View)

    Percentage of vote: 2.67%

  3. No (27 votes [36.00%] - View)

    Percentage of vote: 36.00%

  4. Undecided (4 votes [5.33%] - View)

    Percentage of vote: 5.33%

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#1 Tsula

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Posted 09 November 2011 - 12:36 PM

I didn't see this when I did a search so

I was think maybe mechwarrior quirks could let us make are pilots alittle different from one another.
Best example of what a quirk is Morgan Kells "phantom mech" basically little things that make up personalities

some examples:
Positives Quirks
Speed Demond ( boost the speed of your mech for a short period of time without MASC)
Sharp Shooter ( increase the range of your attacks slightly Pre rec for Sniper)
Sniper ( increase the range of your attacks slightly more then sharp shooter)
Savenger ( abtain salvage alittle easier then other)
Weapons Speicalization ( bonus to damage with certain weapons it A/C, Laser, Missiles,PPC, Guass rifles for a period of time)
Hot Head ( able to push the limits even further before over heat and shut down.

All these could be selected one time for a short period of time during the battle, but you'd have to decided witch ones to take depending on what you wanted and once taken you can't change them so make sure you take what you want.

Negative Quirks
Vertigo ( after jumping your mech is slowed alittle for a period of time)
Jitters ( do slightly less damage to enemy if cought off guard for a short period of time)
Friendly Fire ( if you hit a friendly unit your mech is slowed and do less damage for a period of time)
Compassion ( offer a badly damaged emeny to surrender rather then destory if they refuse you have to take them down but with damage out put)

All of the negative ones would be something happens and it happens you select these, but you don't decide when to use them. The events happening in battle do. Well maybe the jumpjet one?

Please feel free to leave feedback to this idea.

Tsula
Out

Edited by tsula, 09 November 2011 - 12:38 PM.


#2 VYCanis

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Posted 09 November 2011 - 01:24 PM

I like the idea of pilot quirks

I just think i'd rather have quirks be something thats on all the time rather than a limited use ability. Otherwise it feels more like an item.

Like speed demon could be like a 5% faster top speed and 5% increased accel rate that always applies.

however between leveling up and potential mech specialization, it might be a bit much

Edited by VYCanis, 09 November 2011 - 01:25 PM.


#3 CaveMan

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Posted 09 November 2011 - 01:29 PM

Ooh, I always liked these. They added a human touch to a game that could be a touch clinical at times.

It should be balanced out somehow, though. If you have a virtue, you should have to pick a vice too.

#4 Stormwolf

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Posted 09 November 2011 - 01:35 PM

I'd love to have aToW pilot advantages built in.

#5 TheRulesLawyer

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Posted 09 November 2011 - 01:51 PM

I like the idea, but it depends on how they are handling pilots. If I only get one pilot I don't want to be pigeon holed into a role by virtue of a quirk I picked before I understood it. If we can have a whole lot of pilots, bring on the quirks. If we only get one, I need to be able to respec.

#6 Exilyth

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Posted 09 November 2011 - 02:07 PM

As long as quirks work like passive skills (always on) I'm ok with them.

#7 Tsula

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Posted 09 November 2011 - 02:12 PM

View PostVYCanis, on 09 November 2011 - 01:24 PM, said:

I like the idea of pilot quirks

I just think i'd rather have quirks be something thats on all the time rather than a limited use ability. Otherwise it feels more like an item.

Like speed demon could be like a 5% faster top speed and 5% increased accel rate that always applies.

however between leveling up and potential mech specialization, it might be a bit much

True they may seem like items if for a limited time, Ya I like that idea as well keep them on all the time, but it would have to be something that would not throw balance to far off not just a buff witch does it temporary.

View PostTheRulesLawyer, on 09 November 2011 - 01:51 PM, said:

I like the idea, but it depends on how they are handling pilots. If I only get one pilot I don't want to be pigeon holed into a role by virtue of a quirk I picked before I understood it. If we can have a whole lot of pilots, bring on the quirks. If we only get one, I need to be able to respec.
quirks would come in after you decide your role, and leveled that role for awhile, I would use them at more higher end wise not right out the gate after all you get quirks from life lesson not born with them you learn them.
And maybe if you spent a high amount of C-bill you could get a respec and maybe this can be a real cash store item respec your quirks.

I just think this would add something to make are pilot really ours not just all the same abilities pilots have for said role.

Edited by tsula, 09 November 2011 - 02:19 PM.


#8 Tsula

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Posted 09 November 2011 - 02:16 PM

View PostCaveMan, on 09 November 2011 - 01:29 PM, said:

Ooh, I always liked these. They added a human touch to a game that could be a touch clinical at times.

It should be balanced out somehow, though. If you have a virtue, you should have to pick a vice too.


that would be the negative you have to picks out them as well maybe 2 positve and 2 negative as well. Thou if you pick Vertigo and never use a mech with JJ well your ok but maybe it could kick in if in a high place. just another thought that came to my mind.

#9 CaveMan

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Posted 09 November 2011 - 02:24 PM

View Posttsula, on 09 November 2011 - 02:16 PM, said:


that would be the negative you have to picks out them as well maybe 2 positve and 2 negative as well. Thou if you pick Vertigo and never use a mech with JJ well your ok but maybe it could kick in if in a high place. just another thought that came to my mind.


Yeah. Well, you're already sitting on top of a 30 foot high robot, so if you get vertigo easily, that's going to be a problem in the first place. So maybe with that trait you also take a penalty on your piloting skill rolls when something tries to knock you down.

#10 Tsula

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Posted 09 November 2011 - 02:30 PM

View PostCaveMan, on 09 November 2011 - 02:24 PM, said:


Yeah. Well, you're already sitting on top of a 30 foot high robot, so if you get vertigo easily, that's going to be a problem in the first place. So maybe with that trait you also take a penalty on your piloting skill rolls when something tries to knock you down.

So True
Negative ones would be hard to implament, but I'm sure they could do something with them.

#11 Andrey159

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Posted 09 November 2011 - 04:04 PM

That may be such way: this "quirks" comes in pairs, and for every positive you should pick negative, or they have pair in one - Speed Demond have worthier turn speed, sharp shooter comes at ROF reduction and the Hot Head negative is... well.... "Boom". ...And there are limited small number of quirks.

#12 Exilyth

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Posted 09 November 2011 - 04:17 PM

'nother negative quirk:
Jump sickness - first battle after each jump between systems you get a penalty to aiming/movement.

Edited by Exilyth, 09 November 2011 - 04:17 PM.


#13 Tsula

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Posted 09 November 2011 - 04:31 PM

View PostExilyth, on 09 November 2011 - 04:17 PM, said:

'nother negative quirk:
Jump sickness - first battle after each jump between systems you get a penalty to aiming/movement.

good idea just don't know if well have jumps or not right now.

#14 Tsula

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Posted 09 November 2011 - 04:32 PM

View PostAndrey_159, on 09 November 2011 - 04:04 PM, said:

That may be such way: this "quirks" comes in pairs, and for every positive you should pick negative, or they have pair in one - Speed Demond have worthier turn speed, sharp shooter comes at ROF reduction and the Hot Head negative is... well.... "Boom". ...And there are limited small number of quirks.

that's a good idea make each have a positive and a negative side to it.

#15 torgian

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Posted 09 November 2011 - 05:15 PM

Hm. Some of the quirks you menitoned, like speed demon, should not be allowed. This is simply because a pilot's 'skill" shouldn't allow him to push the mech past is set mechanical limits. If a mech can't go above 64kph, it's not gonna be able to, unless it has MASC installed, and even initiating MASC can cause a failure.

Honestly, I cannot think of anything that could be done that would not affect the mech directly. I just don't think any skills should affect the mech's mechnical limits. Maybe you can have a better targeting skill to reduce lock on time or something like that, but nothing really beyond that.

But, who knows.

#16 Tsula

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Posted 09 November 2011 - 07:01 PM

View Posttorgian, on 09 November 2011 - 05:15 PM, said:

Hm. Some of the quirks you menitoned, like speed demon, should not be allowed. This is simply because a pilot's 'skill" shouldn't allow him to push the mech past is set mechanical limits. If a mech can't go above 64kph, it's not gonna be able to, unless it has MASC installed, and even initiating MASC can cause a failure.

Honestly, I cannot think of anything that could be done that would not affect the mech directly. I just don't think any skills should affect the mech's mechnical limits. Maybe you can have a better targeting skill to reduce lock on time or something like that, but nothing really beyond that.

But, who knows.

The down side to Speed Demon you can't fire anything. And if you know how to push something your can push it past its limits for a short time with out the aid of MASC. granted the out come might not be good but its possible that is why its a quirk. not arguing just pointing out why I said some would have to me short time uses. not passive

#17 Cake Bandit

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Posted 09 November 2011 - 08:14 PM

I don't think magical whatchamadoodads should have any bearing on how far my lasers can jump or how well the engines I've installed into my mech run.

If you want that you might as well hop over to Dungeons and Dragons Online and roll yourself up a nice, Elven Cleric so you can start enchanting your namby pamby whatever you wants with your faithmagics.

It's a machine, it does what it can do, the rest is up to me.

#18 TheRulesLawyer

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Posted 10 November 2011 - 10:41 AM

View Posttorgian, on 09 November 2011 - 05:15 PM, said:

Hm. Some of the quirks you menitoned, like speed demon, should not be allowed. This is simply because a pilot's 'skill" shouldn't allow him to push the mech past is set mechanical limits. If a mech can't go above 64kph, it's not gonna be able to, unless it has MASC installed, and even initiating MASC can cause a failure.

Honestly, I cannot think of anything that could be done that would not affect the mech directly. I just don't think any skills should affect the mech's mechnical limits. Maybe you can have a better targeting skill to reduce lock on time or something like that, but nothing really beyond that.

But, who knows.


If you're talking straight line over even terrain. However negotiating hills, rough terrain, etc, etc there is certainly room for pilot skill to affect mech movement upto that top speed.

#19 Tsula

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Posted 10 November 2011 - 12:06 PM

View PostCake Bandit, on 09 November 2011 - 08:14 PM, said:

I don't think magical whatchamadoodads should have any bearing on how far my lasers can jump or how well the engines I've installed into my mech run.

If you want that you might as well hop over to Dungeons and Dragons Online and roll yourself up a nice, Elven Cleric so you can start enchanting your namby pamby whatever you wants with your faithmagics.

It's a machine, it does what it can do, the rest is up to me.

To fill you in you its not a magical whatever you said
A quirk is an individual peculiarity of character; mannerism or foible. They can be good or bad

"Every man had his own quirks and twists" (Harriet Beecher Stowe).

Look at like this your pilot is skilled with laser he knows how to tweak the lens in his laser to get more range out of them. Or knows how to push his mech beyond normal limits.

Now grated the phantom mech is kind of a magical thing but its part of the Mechwarrior/ Battletech but only three people have had it Morgan Kell, Patrick Kell, and Yorinaga Kurita.

#20 theginganinja

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Posted 10 November 2011 - 12:40 PM

I don't know about being able to increase the range of your weapons or run your 'Mech beyond its maximum speed - that seems like a mechanical impossibility (at least without getting out of your cockpit), and maybe the sort of thing we could unlock through 'Mech experience.
However, being able to withstand the heat a little better seems like a good idea, along with scavenger, specialization, etc. However, I'm not sure there should be downsides, simply because I'm not sure these abilities should be something we get right off the bat - they seem like something we'd do with our pilot experience, picking abilities as we "level up". After all, these are the sorts of things that would come with experience piloting 'Mechs - you learn how to use a certain weapons system better, you learn how to push the envelope of your 'Mechs heat dispersion, and so on and so forth.
The "negative" quirks, meanwhile, seem like the result of inexperience, and so something that we'd start out with but lose as we gained experience. However, I don't think we should start with those sorts of disadvantages - especially if more experienced pilots have not only lost those disadvantages, but gained the perks that come with their rank.





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