Khobai, on 13 September 2013 - 02:17 AM, said:
Yeah I remember that, but if I recall that wasnt really a skill tree either, it was just a progression tree... you could still unlock every single skill for every single role.
What the game needs is an actual skill tree that forces your pilot to pick a specialization, because then two people can play the same mech, but have completely different roles... it adds way more diversity to the game.
Since we only have one "character" per account, I don't think we can really force people into specializing. I am not gonna open a new account and buy Premium Time for it just to switch from Scout to Commander. Especially not if I got my founder mechs only on my first account!
But there is a way around that! We already have a system for specialization that doesn't even require different accounts or characters - Modules!
Modules - sure, you may have all the cool modules. But you can only equip 4 "role modules", so decide what you want to pick.
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Oh, man, Alistair, that idea with the grid position is cool. Though we kinda already have this due to the mini-map and target sharing. But IMO, the target sharing is way too easy, anyway. I was expecting that to be already a module feature.
So, we could have something like this:
Basic Information Sharing (everyone does this):
- You give access to the the minimap radar blip, but team mates can't target your target.
Advanced Information Sharing (A Module every mech can equip)
- You give access to the minimap radar blip, and the mech class information to all allies.
- Your can now use this to target the mech, but indirect fire has ****-poor accuracy. About 75 % of missiles lose lock and explode harmlessly along the way.
Superior Information Sharing (Requirement: Light or Medium Mech, or BAP)
- You grant also the target loadout information to allies.
- Indirect Fire Accuracy improves to only 50% losses, and you can keep a lock 25 % longer
Multitarget Module (Requirement: Light, Medium or BAP)
- You can target multiple enemies for target sharing. Basically, anything in your LOS is shared.
Dedicated Spotter Module (Requirement: Light, Medium or BAP)
- Indirect Fire becomes more precise, only 25 % losses, and you can keep a lock 50 % longer.
Advanced Indirect Fire Module
- When delivering indirect fire, your LRM loss is lowered by 25 %, and your grouping will be tighter.
Advanced Target Information Receiver (Heavy, Assault or Command Console)
- When you receive targeting information, you will also get a text message with the grid coordinates and the x-y coordinates of a contact.
- You gain the loadout information even of allies that only have advanced information sharing.
C3
Grants any C3 network member the benefits of Advanced Targeting Information Reciever and Advanced Target Sharing for free.
Indirect Fire vs Direct Fire
Indirect Fire is distinctively different from direct fire. When you indirect fire, you don't get the lock, your ally does. You target the same mech, fire your missiles, and can forget about them, it's now your spotters job to keep a lock. (Keeping a lock now work slike indirect fire works currently, basically, except it's the spotters job)
Using TAG or NARC lets missiles fire exactly where the TAG is aimed at respectively the NARC has hit, similar to direct fire, but you still will lose some missiles along the way.
Direct Fire is just like shooting any other weapon. You aim at the target, and shoot, an the missiles will try to hit where you aimed, with the caveat that they are clustered, so they will always spread around thet arget. You might need to gain a lock, but you can fire & forget afterwards. The LRMs will track the target, but they won't react to stuff like torso twisting or the mech turning. (Basically, the LRMs track a position relative to the "center" of the mech.) This could also apply as a mechanic for SRMs. SSRMs would differ in that they will not fire if your crosshair was not on target.
Edited by MustrumRidcully, 13 September 2013 - 02:50 AM.