Role Warfare
#1
Posted 19 April 2013 - 04:58 PM
The various weight classes of BattleMechs help create their own evolving roles on the battlefield. Fast moving scouts can feed target and tactical information back to the main battle group and the team commander. This information allows the support and assault role pilots to decide where to put their resources to work.
So, back in the day, PGI had a plan to implement different roles and certain skill trees to compliment those roles. An assault pilot would have certain skills, a commander would have certain skills, etc.
Unfortunately, this has now been abandoned.
From the latest Ask the Devs:
Team Leader: When will we get rid of the current "placeholder" (-Paul, many months ago) XP system and go back to the pilot roles and mech tech trees that are included in the Dev blog? I think many players prefer the system described in the dev blog to what we have now.
A: Trees evolved into the current design. We have plans to add more content to the existing system.
I'm guessing this is simply because they don't have the resources to implement such a system in a good way. It does introduce a whole new batch of problems, like matchmaking. On top of ELO, you also need to worry about weight distribution and roles on each team, so one team doesn't have 8 "team commanders".
I'm hoping that the game grows big enough that matchmaking will no longer be a problem, because the whole idea of role warfare was always one of the most promising aspects of this entire game.
#2
Posted 19 April 2013 - 05:00 PM
#3
Posted 19 April 2013 - 05:00 PM
#4
Posted 19 April 2013 - 05:03 PM
Edited by FupDup, 19 April 2013 - 05:04 PM.
#5
Posted 19 April 2013 - 05:07 PM
FupDup, on 19 April 2013 - 05:03 PM, said:
I guess the idea was that it was entirely independent of the mech. You would just pick pilot skills, presumably with GXP, independent of mech skills.
You could be a team commander in light, medium, heavy or assault. Same goes for any other roles. The difference between a team commander assault and an assault assault (lulz) would be that the team commander can do stuff like artillery and airstrikes, while the assault pilot can do stuff like extra pew pew and resistance to knockdowns. A scout could do stuff like targetting several mechs at once. The information is still online somewhere, with PGI's old ideas for each role.
#6
Posted 19 April 2013 - 05:09 PM
Alistair Winter, on 19 April 2013 - 05:07 PM, said:
You could be a team commander in light, medium, heavy or assault. Same goes for any other roles. The difference between a team commander assault and an assault assault (lulz) would be that the team commander can do stuff like artillery and airstrikes, while the assault pilot can do stuff like extra pew pew and resistance to knockdowns. A scout could do stuff like targetting several mechs at once. The information is still online somewhere, with PGI's old ideas for each role.
I want to see an assault Spider!
And a scout Atlas...it would give Steiner scout lances a whole new meaning lol.
Edited by FupDup, 19 April 2013 - 05:12 PM.
#7
Posted 19 April 2013 - 05:16 PM
My .02
#8
Posted 19 April 2013 - 06:36 PM
Far more than this:
What exactly are you guys hoping for?
#9
Posted 19 April 2013 - 06:40 PM
I prefer simulation games, skill should come from practice and not from unlocking the magical torso twist skill...
#10
Posted 19 April 2013 - 06:41 PM
Inconspicuous, on 19 April 2013 - 06:40 PM, said:
I prefer simulation games, skill should come from practice and not from unlocking the magical torso twist skill...
Don't ever buy a Centurion.
#11
Posted 19 April 2013 - 06:44 PM
FupDup, on 19 April 2013 - 05:03 PM, said:
In the first role warfare model a scout could be any mech... light, medium, heavy or Assault that 1. could move fast enough and 2. be mounting any of the Scout type equipment.
An Assault role isnt an Assault mech per say... its any mech that is built to be more of a front line mech... lots of firepower and armor. While this would probably knock most lights out of this category, it would have left the Assault (front line) role open to some more traditional light (slower) brawler mechs like the Panther or Wolfhound to name a few. And the Commander role could be any mech type that probably equipped a command counsel and any other command equipment. Lights would also be great for a command role... run fast set up, call in strikes, give commands to the grunts and move, move, move lol
It would have worked if they would have stuck to it.
Edited by Yoseful Mallad, 19 April 2013 - 06:46 PM.
#12
Posted 19 April 2013 - 06:57 PM
Bryan Ekman, on 22 March 2013 - 07:08 AM, said:
A: Instead of defining those roles, we leave it to players to come up with their own templates/builds and help define what they feel falls into those rolls. It’s more of sandbox approach, like MechLab.
#13
Posted 19 April 2013 - 06:59 PM
Quote
Good to see they weren't discriminating against Steiner.
#14
Posted 19 April 2013 - 07:25 PM
FupDup, on 19 April 2013 - 05:03 PM, said:
Look at the intended roles for the Mechs. But, overall, the Medium Weight Class in general was more of a Hybrid the anything. A "Jack of all Trades/Master of none", if you will. Made to be able to do anything/but not exel at it like it more specialized brothers.
Out of those three, the only one that had a defined role in it's description was the Hunchback. Which is made for Urban Combat and Close Range Brawling.
#16
Posted 19 April 2013 - 08:21 PM
#17
Posted 19 April 2013 - 09:06 PM
1. HSR doesn't work.
2. ECM is OP (even if I'm using a Jenner)
3. Complain about capping.
Course I just ignore them.
#18
Posted 19 April 2013 - 09:16 PM
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