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If I Was A Game Designer For Mwo.


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#1 Kanatta Jing

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Posted 14 September 2013 - 02:01 AM

If I was a Game Designer for MWO.

Well we have 'mechs with arms and 'mechs without arms. Lets make that more profoundly different.

- We'll put in collision damage and knockdown and 'Mechs with more arm actuators will get up faster. So a Centurion can knock over a Jaeger, get back up and shoot it while it's down.

- We'll put in two new and hidden cross hairs on the arm mounted guns. We'll let them roll around in little circles and 'mechs with less arm actuators will have smaller circles and thus be more accurate and stable. So the Jaeger can out gun down the Centurion at range.


Well we also have chicken leg and human leg 'mechs.

- Since we already have arm circles we can make the arms increase in sway the faster a mech moves. The rate of increase will be less for chicken leg 'mechs.

- We'll give human leg 'mechs a bonus for climbing over terrain. As though they where one step smaller.


We have Skill trees for 'mechs and for pilots and a need to make player play more and invest more.

We'll make long arduous skill trees for pilot roles and assign a role to each 'mech. There will be specialized modules in each skill tree that can only be equipped onto a 'mech of the correct role.


Weight Class Role 1 Role 2 Role 3
Light Scout Harasser Ambush
Medium Harasser Support Light Hunter
Heavy Support Brawl Skirmish
Assault Command Support ???


The Harasser will get modules that helps them to cripple heavier 'mechs and Light Hunters the inverse. Brawlers can get modules that make them more resistant to knockdown and collision damage. Support will get ever better accuracy and stronger locks while motionless. And Command... Can grant a non-stackable damage reduction to 'mechs within 400m of them? Scouts would have the longest locks. Ambush would have a freakishly fast shut down and start up time.

What you do?





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