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Speedburst Module And Other Ideas


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#1 Romeo Deluxe

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Posted 30 May 2013 - 11:04 AM

These are some ideas I have had for modules to add some variety to the game. Also as I mentioned in another post, taking some ideas from EVE, the design of the modules and Mech hulls can incorporate some game balancing, specialization features so that players have more things to consider when creating their loadouts.
Example: a module increases a particular guns RoF but makes it take up more slots. Higher pilot skills reduces this increased slot drawback, maybe even slightly boosts the RoF.

Speed Burst Module: a module that greatly increases a Mechs speed for a short duration.
This can be handeled in various ways or even have modules of different flavors.

1 - restricted to Heavy and Assault hulls only

2 - can only be used 3 times during a match, generates some additional heat

3 - unlimited use, generates a lot of extra heat

4 - unlimited use, lasts longer, but causes damage to the mech

4a - increases speed, can be sustained, but causes damage to the mech






We all know that I was thinking of those desperate Base Camp cappers when a fight doesn't go in your opponents favor. ;)

Additional skill levels can reduce the negative drawbacks to some degree.
Some Mech models can have built in reduction(s) to the drawback of the modules. Taking my example from above, the Highlander 733-C may have a "when a ballistic module is fitted, this model has a fixed additional 20% reduction in slots needed by a ballistic weapon affected by the module".

Also there seems to be a lack of AoE type weapons or modules. I'll leave it up to the devs to decide if these should be modules, mech model bonuses, pilot skills or mech skills. Even consummables, there is a lack of variety there. Some modules can have a consummable counterpart with slightly different effects.
Example: Speed Burst Consumable for option 1 above. The modules are the unlimited usage flavors while the consummable is the one with the 3 shot use per match or it doesn't last as long or generates more heat vs the module version. Also, the consummable doesn't require a corresponding pilot skill unlock or is benifitted by drawback reductions from the pilot skill.

Smoke Screen is mentioned in another post by another player.

Blinding Glop - sprays black oil in an area and gets on everyones cockpit windows, causing difficulty seeing for a few seconds. X shots per match or long CD (cool down) before next use.

Seizure Goo - sprays heavy tar in an area and slows all Mechs that walk on it. Lasts on the ground for X seconds or maybe can be for the duration of the match. Limited number of shots.

SSRM Mass Volley - restricted to light Mechs, fires off all remaining SSRM ammo in an area. Missiles divided by the number of Mechs potentially hit. Obstacles will of course block the shots. Can cause serious damage or just ends up scratching some paint, all depends on how much ammo the light had at the time.

Ammo Apocalypse - jettisons and explodes all remaining ammo, none-missile or perhaps including missiles, in an area. Damage is also taken by the Mech exploding his ammo. There is no shielding from this manuever for all Mechs friend or foe caught in the blast radius. A planned maneuver? A self-destruct when caught in a ring of enemies? This will give those light mechs circling and killing the slow big ones something to think about. Restricted to Heavy and Assault hulls.

Weapons Overheat - for X seconds all weapons generate more heat but do significantly more damage and/or fire faster. Limited number of uses per match? Causes damage to Mech? Long CD? Again some Mech models may specialize in this and get a built in reduction to the negative, drawback effects.

Mech Launcher - a special jump jet, limited use, flys the Mech very high into the air say 500m. Will take damage on landing unless regular JJ's are employed to break fall. Mechs that can't fit JJ's might take a pass on this one because the landing would be quite detrimental. Pilots choice.

EMP Blast - fires an AoE that can damage components of Mechs caught in the blast. Alternatively, can cause Mechs to power off like overheating now does. Can have different varieties that cause ammo to explode or certain weapons to jam/take damage. Don't use this when team mates are near!

Missile Shield - deploys a ground AMS battery that is significantly better than the one slotted on Mechs currently. 5000 ammo and protects team mates in a 200m area. Drawback, any guided missiles are affected, including team mates and your own. If it can be done an advanced version will not interfere with team mates guided missiles.

Heat Overload Device - deploys a ground device that causes foes to heat up in a given radius.
  • Advanced version lasts longer and/or affects a larger radius.
  • Alternatively, there can be a Heat Overload Module that emminates from your Mech. The ground device would be the more powerful one.
  • Also may affect team mates. On a 2 second delay before it generates massive amount of heat. I can see a light mech during one of those sniping matches running into a group of enemies hunkered down behind a hill to deploy it on their poptart party.
Ground Repair Unit - ground unit of nanites that repair friendly Mechs in an area. Lasts a certain duration or heals a certain amount of HP's before breaking down. Advanced units heal more. Restricted to medium Mechs? (wanted to toss them something in particular)

Side Note: there doesn't seem to be a support repair role employed presently in the game. It's all out damage at this stage. Personally I feel there should be some support repair Mechs, they do little or no damage, but can repair in the field. Maybe all Mechs can fit such tools but they took up tonnage and slots of course.

So these are some of my ideas and suggestions for modules and some game mechanics included with them. Add any ideas you may have, more there is the more interesting & dynamic battles will be. ;)

#2 Zerstorer Stallin

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Posted 30 May 2013 - 12:04 PM

YES! Lets also add Potion of healing and FIREBALLS!!

#3 Romeo Deluxe

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Posted 30 May 2013 - 01:26 PM

View PostZerstorer Stallin, on 30 May 2013 - 12:04 PM, said:

YES! Lets also add Potion of healing and FIREBALLS!!

What an assanine reply.
#1 there is nothing here about potions. In Dust514 Logistics infantry use repair tools that slowly fix vehicles and dropsuits. They take time and are not some instant fix like even the Cool Shot consummables presently in-game work. Repairing broken equipment is still in keeping with a Sci Fi theme.

#2 the heat generation devices are in keeping with the present mechanic of over heating and Flamers. They are hardly fireballs.

#4 kuangmk11

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Posted 30 May 2013 - 05:35 PM

View PostRomeo Deluxe, on 30 May 2013 - 11:04 AM, said:


Speed Burst Module: a module that greatly increases a Mechs speed for a short duration.
This can be handeled in various ways or even have modules of different flavors.

1 - restricted to Heavy and Assault hulls only

2 - can only be used 3 times during a match, generates some additional heat

3 - unlimited use, generates a lot of extra heat

4 - unlimited use, lasts longer, but causes damage to the mech

4a - increases speed, can be sustained, but causes damage to the mech




Some of these things are already in the rules. I believe MASC is slated to be added at some point

http://www.sarna.net/wiki/Supercharger

http://www.sarna.net/wiki/MASC

Flamers should set terrain on fire (your smoke screen) but I don't think that will come.

if its not in the tabletop in some form I wouldn't hold my breath

#5 Romeo Deluxe

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Posted 30 May 2013 - 07:25 PM

Interesting. Didn't even know there was a table-top game until someone I was talking to earlier mentioned it. Given that I'm not surprised there is a wiki. Since I know nothing about the Mechwarrior universe I'll check it out some time.

#6 Typhoon Storm 2142

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Posted 31 May 2013 - 01:34 AM

View PostRomeo Deluxe, on 30 May 2013 - 11:04 AM, said:

Speed Burst Module: a module that greatly increases a Mechs speed for a short duration.


I'd rather like PGI to implement MASC, as intended.

Your other ideas are really bad. I'd vote no for any of them. Repair 'Mech? Oil, Tar and heat overload device? Oh my...if any of this would be in MWO, I'd stop playing.

#7 Lykaon

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Posted 31 May 2013 - 03:24 AM

View PostRomeo Deluxe, on 30 May 2013 - 01:26 PM, said:

What an assanine reply.
#1 there is nothing here about potions. In Dust514 Logistics infantry use repair tools that slowly fix vehicles and dropsuits. They take time and are not some instant fix like even the Cool Shot consummables presently in-game work. Repairing broken equipment is still in keeping with a Sci Fi theme.

#2 the heat generation devices are in keeping with the present mechanic of over heating and Flamers. They are hardly fireballs.



I will be blunt but not cruel.

Most of these (if not all) moduels are not designed with game balance in mind at all.

SSRM mass volley? Absurd moduel screaming of massive munchkinism! I can just move fast enough to get into the midst of the enemy and then press the enemy erraser button and dump 7 tons of SSRM ammo launching 700 missiles at once that even if they did only .5 damage would do 450 damage (a respectable match total for any light mech) bit actually do around 1400 damage (excellent match damage for an assault mech)
This is ripe for exploitation by trains of ECM equiped light mechs dishing out thousands of damage points in one button press.

Ammo Apocolypse? Another brilliant means of removing any strategey other than big engine + loads of ammo + moduel = win for my team.Sure you lose one mech but if done correctly you traded 1 of yours for 3+ of theirs.

Missile shield? Better than mounted AMS? so now we have missile shield and ECM that both counter missiles better than AMS.How about we just delete AMS already and be done with it?

Speed burst moduel? you even said this is intended to circumvent the ONE and ONLY limitations Assault mechs have by allowing an assault mech to outrun a light's capping ability.
How about we just delete bases and light and medium mechs while we are at it since now assault mechs have the best damage dealing and best damage absorption ability and now speed?

When designing a moduel you should take into account how it effects some of the core mechanics.

For example AOE moduels are complicated.These can not ever be superior damage dealing over actually having to aim and shoot mounted weapons because why would anyone choose the hard way of dealing damage if the easy foolproof way is more effective.

A moduel design should not replace a pre existing item it should augment it.

An example would be ...

Active Probe enhancment module:
Allows a mech equiped with a BAP to detect any enemy targets at 120m range regardless of line of sight.This feature is counter acted by an active hostile ECM within 180m.

Or, provide a feature that is balanced within it's own operation.

Passive sensor array: This moduel allows a mech's sensor array to be set to passive mode.When in passive mode enemy mechs will have their sensor ranges to detect the passive target reduced by 50% in return any mech using passive sensor mode will have it's own sensor range reduced by 50%.

Edited by Lykaon, 31 May 2013 - 03:26 AM.


#8 Strum Wealh

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Posted 31 May 2013 - 04:30 AM

View PostRomeo Deluxe, on 30 May 2013 - 07:25 PM, said:

Interesting. Didn't even know there was a table-top game until someone I was talking to earlier mentioned it. Given that I'm not surprised there is a wiki. Since I know nothing about the Mechwarrior universe I'll check it out some time.

As previousoly indicated, MWO - and everything else MechWarrior - is based on the BattleTech franchise, which includes nearly 30 years worth of tabletop games, novels (literally hundreds of novels), sourcebooks and Technical Readouts ("TROs"), models and miniatures, and other related paraphernalia.

The BattleTech universe ("BTU") - that so many have come to admire, with that love for it being the sole reason any of the MechWarrior games, including this one, exist as anything more than "generic mech game x" - had the rules of its in-game universe set ( and laid out with a substantial level of detail) since before a sizable portion of the playerbase (I'd even posit "before a majority of the playerbase") had even been born.
As such, there can be some... frustration (which can result in responses like Zerstorer's) when suggestions are made to shoehorn mechanics from other games into this one with little or no apparent concern for whether such mechanics fit within the themes and framework set up by the BTU.

That being said, some of the ideas presented in the OP can be translated into BTU-compatible elements (and some simply can't):
  • "Speed Burst Module" is already covered by the upcoming MASC system, as well as MWO's "Speed Tweak" pilot-lab/'Mech-tree element.
  • Weapon weights and volumes (volume = critical spaces) are fixed, as all of the literal-thousands of variants from the source material are dependent on those values to be considered valid builds - so weight and volume changes are effectively out of the question.
  • The issue of AOE weapons is partially addressed by the Airstrike and Artillery Strike modules, and could by augmented by the implementation of 'Mech-equippable artillery weapons like the Arrow IV Artillery Missile System, Long Tom Cannon, Sniper Artillery Cannon, and the Thumper Cannon (though the former two would require the ability to split a single weapon across two adjacent areas; the latter two are compact enough that they should be fine for implementation).
  • Smokescreen, along with a host of other special effects, would/should be handled by the implementation of alternate munitions for the missile launchers (and the aforementioned artillery weapons), and the special munitions for the Standard Autocannons.
  • The notion for things like the proposed "binding glop" and "seizure goo" technically exist in the BTU in the form of the Fluid Gun (specifically, in the form of its "oil slick" and "inferno fuel" ammo types; see pages 360-363 of the rulebook Tactical Operations).
  • Streak missile launchers are specifically designed not to be compatible with the "emergency Death Blossom" notion that the "SSRM Mass Volley" proposal suggests; the entire point of the Streak system is ammunition conservation and efficiency, hence why they cannot fire at all without a missile lock.
  • Under the advanced BT gameplay rules, some weapons have the equivalent of EVE's overheat system (that is, weapons gain positive attributes in exchange for risk) - specifically, Standard PPCs could disengage their Field Inhibitor to remove the minimum range penalty (with the risk of the feedback that the FI addresses potentially causing the weapon itself to explode... though, for MWO, it would likely be toned town to a temporary short-out, not unlike the current UAC mechanic), Standard Autocannons could be "overclocked" to act like UACs (with a much higher risk of jamming the weapon), LRMs could be hot-loaded (with the risk of a hit to the launcher causing the missiles to explode inside said launcher), and so on.
  • BT doesn't do instantaneous repair in the manner that EVE does; even repairing a single "point" of BattleMech Armor takes 15 minutes in-universe (as the armor actually includes connections to the cooling system, the diagnostics system, and a litany of other things) and fully re-armoring a 'Mech (which may carry hunderds of armor points) takes in-universe hours or days (depending on the 'Mech and the amount of armor to be replaced), and is necessarily done by hand by a crew of technicians. With battles (that is, PvP matches) running up to 15 minutes (and likely averaging far less), it doesn't fit the theme of the universe to have substantial and effectively instantaneous "healing".
  • The "'Mech launcher" concept would be covered by the Mechanical Jump Booster (heat-free jumping, where jump capacity is limited only by the amount of free weight on the 'Mech), which isn't supposed to be available until the in-universe (that is, in-game) calendar reaches the year 3060 (while it is currently at the year 3050 and currently moving at a 1:1 ratio with real-time).
And then, some things (like the "ammo apocalypse" as proposed, and "missile shield" in its entirety) don't really have any equivalent in the BTU, and thus don't really have a place in MWO.

#9 Curccu

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Posted 31 May 2013 - 04:41 AM

NO! Just NO!

#10 Mechteric

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Posted 31 May 2013 - 04:45 AM

Sorry but powerups just dont work here, this isn't MechAssault.

MASC is coming along eventually, and there's other weapon systems that can AOE (Thunder LRMs, Arrow IV, Long Tom, etc)

#11 Lord of All

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Posted 31 May 2013 - 06:22 AM

I already have a speed burst. I put a larger engine in.

#12 Zerstorer Stallin

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Posted 02 June 2013 - 06:35 PM

View PostZerstorer Stallin, on 30 May 2013 - 12:04 PM, said:

YES! Lets also add Potion of healing and FIREBALLS!!

View PostRomeo Deluxe, on 30 May 2013 - 01:26 PM, said:

What an assanine reply.
#1 there is nothing here about potions. In Dust514 Logistics infantry use repair tools that slowly fix vehicles and dropsuits. They take time and are not some instant fix like even the Cool Shot consummables presently in-game work. Repairing broken equipment is still in keeping with a Sci Fi theme.

#2 the heat generation devices are in keeping with the present mechanic of over heating and Flamers. They are hardly fireballs.


Your right, lets rename the fireball to airstrike to give it a mech kinda feel. There I fixed it for you.

#13 Livewyr

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Posted 02 June 2013 - 06:39 PM

I don't agree with the OP's ideas... but some of the responses are just shameful.

Go shatter a mirror with your head.

#14 Corvus Antaka

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Posted 02 June 2013 - 07:56 PM

View PostZerstorer Stallin, on 30 May 2013 - 12:04 PM, said:

YES! Lets also add Potion of healing and FIREBALLS!!


Can I cast Blizzard too?

#15 Deathlike

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Posted 02 June 2013 - 10:58 PM

View PostColonel Pada Vinson, on 02 June 2013 - 07:56 PM, said:


Can I cast Blizzard too?


Those are called Artillery Strikes.

What we really need is a "trap door" consumable. It would take a 20 by 20 meter square are (or maybe a 20 meter diameter of a circle) and when deployed any enemy mech that "touches" the area falls into said "trap door" and immediately die.

It would eventually be called the "PGI Punking Consumable", because eventually we'll get punked by PGI soon enough.





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