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Random Ideas To Improve Gameplay


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Poll: Random Ideas To Improve Gameplay (25 member(s) have cast votes)

What would you like to see tested or implemented

  1. a. Increase torso armor and internal hitpoints. (6 votes [4.23%] - View)

    Percentage of vote: 4.23%

  2. b. Implement sensor stations. (8 votes [5.63%] - View)

    Percentage of vote: 5.63%

  3. c. Upgrade the drills in assault matches to real bases. (15 votes [10.56%] - View)

    Percentage of vote: 10.56%

  4. d. Randomize starting points. (16 votes [11.27%] - View)

    Percentage of vote: 11.27%

  5. e. Increase speed of mechs running downhill. (10 votes [7.04%] - View)

    Percentage of vote: 7.04%

  6. f. Give PPCs a firing delay. (5 votes [3.52%] - View)

    Percentage of vote: 3.52%

  7. g. New quirk for Awesome mechs. (14 votes [9.86%] - View)

    Percentage of vote: 9.86%

  8. h. Weapon weight limits. (9 votes [6.34%] - View)

    Percentage of vote: 6.34%

  9. i. Improved commander tools. (15 votes [10.56%] - View)

    Percentage of vote: 10.56%

  10. j. Reward people for following commands. (11 votes [7.75%] - View)

    Percentage of vote: 7.75%

  11. k. Add quick lance/team commands. (20 votes [14.08%] - View)

    Percentage of vote: 14.08%

  12. l. Improved HUD info. (13 votes [9.15%] - View)

    Percentage of vote: 9.15%

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#1 Roadbuster

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Posted 07 August 2013 - 08:20 AM

Just a collection of, in my opinion, good ideas to improve different aspects of the game which could possibly increase the gameplay experience.
Different opinions and additions are welcome.

I don't claim credit for any of these ideas!
Many of them were brought up by other players in different threads but got lost somewhere in the dephts of the forum.


a. Increase torso armor and internal hitpoints:

This would make disarming mechs more effective and might reduce the focus on center torso to destroy mechs.


b. Implement sensor stations:

Like the station on the hill in Alpine. Capping such a station could grant radar information of the surrounding area withing a limited range.
This would give teams additional objectives and could also be rewarded with XP/CB at the end of the match.


c. Upgrade the drills in assault matches to real bases:

Give the starting point some defensive structures like walls and some turrets, and add a sensor to the base to notice and inform the team when enemy mechs approach the base.
This could reduce the number of base rushes and give defending teams a better chance to react.


d. Randomize starting points (if that is possible):

Let the teams start on random points of the map and hide the base on the radar untill it's been spotted through scouting.
This could also lower the number of base rushes and make scouting more important, since you don't even know where the other team starts.
Might only be possible and usefull on big maps.


e. Increase speed of mechs running downhill:

I think this doesn't require any further explanation.
Limit speed to a certain maximum depending on mech and engine size. If going too fast mech will topple.


f. Give PPCs a firing delay:

A delay fo 0,5s-1,0s after pressing the fire button, before the PPC actually fires, could reduce the pinpoint accuracy of loadouts which bother many players at the moment.


g. New quirk for Awesome mechs:

Give Awesome mechs the ability to fire 3 PPCs/ER-PPCs without heat penalty.


h. Weapon weight limits:

Don't let mechs equip weapons which weight more than a certain pertentage of their total weight. For example, no AC20 on a Raven or PPC on a Spider.
Exceptions could be made with mech quirks.


i. Improved commander tools:

It would help if the lances and lance commands were color coded to quickly see the current orders of each lance.
In addition the symbols from the menu (defend, attack, flank left,...) should get the description added to the symbol. For example "<< - Flank Left"


j. Reward people for following commands:

Mabye it would encourage players to follow commands if they would be rewarded for following them.
Limit the maximum ammount of the reward to prevent abuse.
This might reduce the ongoing practice of rushing ahead in a bulk to cap.


k. Add quick lance/team commands:

Things like a call for help with predefined text and info about the position of the mech, or the known commands from shooters like, "Follow me." "Attack my target [target name]" and so on.


l. Improved HUD info:

Add current position of enemy mechs next to their names on screen or change the size of the minimap so you can see the position without going to full map when targets are further away.

Edited by Roadbuster, 08 August 2013 - 05:22 AM.


#2 Mister Blastman

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Posted 07 August 2013 - 10:10 AM

I like the randomized starting points and speed downhill. The PPC firing delay is worth a thought since lasers have a duration.

#3 Roadbuster

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Posted 07 August 2013 - 09:53 PM

Added some points and a poll.

#4 Nothing Whatsoever

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Posted 07 August 2013 - 11:02 PM

With Armor, I'd like to look at splitting up the current shared setup we have with our torso sections.

I originally posted the idea here, so adding a link and spoiler describing a way I was thinking about to boost them and make the separate.
Spoiler


Edit: fixing images

Edited by Praetor Shepard, 07 August 2013 - 11:08 PM.


#5 Morang

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Posted 07 August 2013 - 11:22 PM

View PostRoadbuster, on 07 August 2013 - 08:20 AM, said:

A. Increase torso armor and internal hitpoints.
B. Implement sensor stations.
C. Upgrade the drills in assault matches to real bases.
D. Randomize starting points.
E. Increase speed of mechs running downhill.
F. Give PPCs a firing delay.
G. New quirk for Awesome mechs.
H. Weapon weight limits.
I. Improved commander tools.
J. Reward people for following commands.
K. Add quick lance/team commands.
L. Improved HUD info.


A. No. Fine as it is.
B. Yes, could be interesing.
C. Yes. Another good solutions are cap reset (as in WoT by damaging the capper) or, better yet, cap recharge (base regains integrity slowly if capper(s) left the square).
D. I afraid No. Maps are designed around the fixed starting locations. Perhaps it's possible to add fixed alternate starting points (i. e. turned 90 degrees from current state), this can require some map revamp.
E. No. I think that mech should actively try to not exceed maximum speed when going downhill. Honestly I think that with knockdowns reimplemented a mech going down a too steep slope should slip and be knocked down.
P.S. Another idea... maybe yes! But not exceeding a maximum speed limited by engine limit for this chassis, otherwise knockdown? I. e. Atlas with any engine will topple if going downhill faster than 64,2 if tweaked or 58,3 if not.
F. I voted no, there are other means to balance it and I remember how terrible ballistics were before HSR.
G. Yes.
H. NOOOOOOO! Dammit. I love my AC/20 Locust.
I. Always, always welcome!
J. No, I think. Will require too much additional resourses to implement correctly and is prone to exploits.
K. Yes of course!
L. Same as I and K! Communication and awareness are the keys!

Edited by Morang, 07 August 2013 - 11:27 PM.


#6 Roadbuster

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Posted 08 August 2013 - 05:20 AM

View PostPraetor Shepard, on 07 August 2013 - 11:02 PM, said:

With Armor, I'd like to look at splitting up the current shared setup we have with our torso sections.

I originally posted the idea here, so adding a link and spoiler describing a way I was thinking about to boost them and make the separate.

I like that idea. Basically everything that makes fights more interesting and disarming a real alternative to coring, is a good thing. :)

View PostMorang, on 07 August 2013 - 11:22 PM, said:

E. No. I think that mech should actively try to not exceed maximum speed when going downhill. Honestly I think that with knockdowns reimplemented a mech going down a too steep slope should slip and be knocked down.
P.S. Another idea... maybe yes! But not exceeding a maximum speed limited by engine limit for this chassis, otherwise knockdown? I. e. Atlas with any engine will topple if going downhill faster than 64,2 if tweaked or 58,3 if not.

Good idea. Just imagine an assault of a whole team running down a hill on Alpine and suddenly all topple and glide down to the valley. :(

#7 Tweaks

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Posted 30 September 2013 - 11:24 AM

Quote

j. Reward people for following commands:


As long as this only applies to certain commands such as attack (where you have to kill an enemy within a certain range of the attack waypoint), that's fine. Otherwise, it'd be way to easy to exploit and farm XP from it.

And again... I can see people exploiting the attack command as well when they know their team is about to wipe the enemy at a specific location... too easy to predict.

Edited by Tweaks, 30 September 2013 - 11:25 AM.


#8 SockSlayer

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Posted 07 August 2022 - 11:31 AM

Here is another of my old post revisits...you know...it would be nice if they went a bit faster going downhill. Some CTs have been quirked since this post happened. It does seem in part or whole that most of the changes suggested here have happened in some form. Cool!





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