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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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#21 Andrey159

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Posted 10 November 2011 - 01:23 PM

View Postirishwarrior, on 10 November 2011 - 12:40 PM, said:

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.
Think of it not as pushing over mechanical limits, but pushing over safety limits.

View Postirishwarrior, on 10 November 2011 - 12:40 PM, said:

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.
It's different. It's like... :) Hm... A! Have you played Fallout (except 3) you saw Traits. That's it. or at least somewhat similar.

#22 Tsula

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Posted 10 November 2011 - 01:38 PM

Or its things your learned so you modified your mech/ equipment before hand aka you can push past the safety limits of your throttle, reline the lens on your lasers, or if A/C you modified the firing circuits for a rate increase or reload mechcims. They are really things that you have done but they are your quirks you have learned in the field while fighting, and well just experance over time. Maybe I worded these wrong or people are thinking of them way to much as just something the pilot does in the cockpit.

ya hot head would be just beable to stick out heat little more then other, or they have found a little way to help make there heatsinks a little more effective. I like these think they would add something to our pilots.

#23 Andrey159

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Posted 10 November 2011 - 01:45 PM

View Posttsula, on 10 November 2011 - 01:38 PM, said:

ya hot head would be just beable to stick out heat little more then other, or they have found a little way to help make there heatsinks a little more effective.
Sounded like he just tweaked with auto shut-down systems.

View Posttsula, on 10 November 2011 - 01:38 PM, said:

I like these think they would add something to our pilots.
It'll bring interesting differences, and also will help player bring little changes to fit his play-style.

#24 VYCanis

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Posted 10 November 2011 - 04:06 PM

been thinking about it a bit, maybe performance boosts isn't quite the way to go, i mean a lot of that stuff would probably already be covered with gaining proficiency in a chassis

maybe the quirks should be less about stat bonuses are more about being a pilot. For the sake of this list, assume there is a pilot action key.


For example, maybe have a quirk called "Deathwish" Whereby at the cost of ejecting being disabled, anything short of a headshot or ammo splosion that kills you and your mech still allows for 8 seconds of functionality by sheer bloodyminded grit before your mech finally drops. (note, you are still damagable, so your legs can still break and your gyro is probably gone) Re-enabling ejection, something that takes i dunno, 10 seconds to do, disables this ability. This ability assumes there is some benefit to ejecting.

"Agile" Taking this quirk allows you a few methods of movement that other players do not have. While at walk speed or slower, you can shift your mech into a slow sidestep by holding a pilot ability key and doubletapping one of your turn keys. Doubletapping reverse does a faster than normal about face (like the one the raven does in the MC1 intro) These moves have equivalents when jump jetting. Doing such maneuvers however temporarily makes you much easier to knock over for a few seconds.

"Stealth specialist" You are well versed in how to hide your mech against enemy sensors, even without ECM systems. You have the option of disabling your external heatsinks (pilot action key) to reduce the waste heat you are pumping into the surrounding air. Provided you keep your heat level low in spite of this, you are harder to detect on enemy sensors. You also know how to walk your mech more carefully to reduce seismic noise, so walking slowly further reduces detection range. So heatsinks off, passive sensors only, standing still, and near enough metal to fool magscan (if there is magscan) is almost as good as being shut down in so far as avoiding detection. Firing any weapons disables any and all stealth benefits for some amount of time however.

"Laser specialist" You have the option of disengaging the safety limiters on any lasers you are presently firing in order to keep them firing for as long as possible. To do so, you hold down your pilot action key before and during firing of lasers. However firing past their limit has the following drawbacks. The longer you fire them, the more heat they produce per second, also the longer they are fired, the longer they have to cool down after they stop. When firing over the normal duration, you have an increasing but random chance that the laser will break down, requiring full blown repairs before using it again.

stuff like that i think could be neat. They include heir own drawbacks for any benefit they give. and you can only choose one ability at a time.

#25 VYCanis

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Posted 10 November 2011 - 08:29 PM

some mo'

"Missile specialist" you get slight improvements to your ability to achieve missile locks and any locked missiles you fire are slightly more maneuverable since you've had your techs jury rig the targeting systems to pump out a much stronger set of signals. (you can turn this off via the pilot action key) the downside is that while this is in effect, enemy missile locks have the same benefits against you, and you show up at further ranges on enemy sensors than you would otherwise.

"ballistic specialist" Allows the player more control over their ACs. The pilot action key allows players to slow down their fire rate for increased accuracy, or ramp up their max fire rate even higher, at the cost of accuracy and a chance to jam. (this stacks with acs with existing jam chances like uacs and lbxs)

"PPC/plasma/flamer specialist" You are well versed in tweaking the magnetic containment settings on your (insert appropriate energy weapon here) You can toggle between underclocked, standard, and overclocked. Underclocked lets you fire less powerful shots at a lower heat setting, standard acts as normal, overclocked drastically bumps up the heat to increase power a bit, but carries the risk of breaking the weapon.

"gauss specialist" you are better able to control your gauss rifle. Due to custom tweaks you have made, you can switch over the operational parameters on your gauss rifles to fire a little harder and a little farther, however it does generate a bit more heat, more recoil, and while in this mode, you risk breaking the weapon, in addition to any gauss rifle capacitor explosion being 2x as powerful.

"damage control specialist" Instead of bleeding heat whenever your engines are struck, you have the option of dialing down the power instead to continue operating at reduced performance without the blistering heat. When systems are damaged and non functional(but not destroyed), you have a 10% chance of being able to get that system working again for a random amount of time before it stops working again. However to do any of this, you have to be shut down and use the pilot action key. as such it is not viable during combat.

#26 Andrey159

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Posted 11 November 2011 - 03:05 AM

Don't really think those are good quirks - too... how to say... too focused. It's more like some things pilot learns aster lot of practice, not initial modifiers, except "Deathwish".

#27 trulez

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Posted 11 November 2011 - 05:20 AM

Please, no.

#28 Andrey159

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Posted 11 November 2011 - 05:33 AM

View Posttrulez, on 11 November 2011 - 05:20 AM, said:

Please, no.

How informative. :)

#29 CaveMan

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Posted 11 November 2011 - 01:48 PM

View Posttrulez, on 11 November 2011 - 05:20 AM, said:

Please, no.


Please, yes.

#30 Alizabeth Aijou

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Posted 11 November 2011 - 01:50 PM

Yes, but only if they're from CBTRPG or AToW.

#31 Tsula

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Posted 12 November 2011 - 06:44 AM

View PostAlizabeth Aijou, on 11 November 2011 - 01:50 PM, said:

Yes, but only if they're from CBTRPG or AToW.

That's along the line I was thinking and you could add a few that might fit in with a pc game then table top.

#32 DarkhorseBW

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Posted 25 March 2013 - 02:20 AM

this sounds like a fun idea. I think that they would be permanently turned on. And on an exchange basis. You can take, say, a maximum of 2 positive quirks, but for each positive one you take, you must also choose a negative one.





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