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How Would You Change Mechwarrior Online?


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#1 focuspark

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Posted 13 September 2013 - 02:44 PM

How Would You Change MechWarrior Online?

I'd make the following (sweeping changes):

Balance Double Heat Sinks
Change so that all engines dissipate 1.5 heat per second regardless of heat sink types.
Change double heat sinks to dissipate 2.0 heat per second
Allow 'mechs to mix single and double heat sinks

Make ECM a "Tanking" Utility
Change ECM to not prevent detection of enemy 'mechs
Change ECM to not prevent lock-on of carrying 'mech when detector has LOS
Change ECM to broadcast the position of carrying 'mech to any BAP carrier when active
Change ECM to allow on/off switching
Change ECM to only prevent lock-on of allied 'mechs if the attacker is greater than 180 meters from the target
ECM should retain hiding the paper doll on all 'mechs with in its radius of influence
Remove ECCM mode from ECM modules
Change PPC to not disable ECM
Change BAP to not disable ECM

Make Pulse Lasers Meaningful
Change pulse lasers to be high DPS, low alpha weapons
Change pulse lasers to have no cooldown (i.e. laser machine guns)
Change pulse lasers DPS to be twice non-pulse variant

Make Heat Meaningful
Change 'mechs so that 25-50% heat causes minor screen shake and 10% movement reduction
Change 'mechs so that 50-75% heat causes significant screen shake and 20% movement reduction
Change 'mechs so that 75-100% heat causes disabling screen shake and 50% movement reduction

Make PPC Sniper Weapons
Change PPC to use the same charge and fire mechanic as Gauss Rifles
Change ER-PPC to use the same charge and fire mechanic as Gauss Rifles

Make TAG Meaningful
Change TAG to have no range limit
Change TAG to not reveal the emitter's location

Make BAP Meaningful
Change BAP to only enhance detection in the forward 90-degree arc
Change BAP to always detect ECM carriers, in the forward 90-degree arc, regardless of range, when ECM is active
Change BAP to cause 'mechs detected in the front 90-degree arc to also detect the BAP equipped 'mech

Make 3PV Part of Information Warfare
The 3PV drone should be a module which comes for free with all new 'mechs
Change the 3PV drone to be targetable and destructible
Change the 3PV drone to allow zooming in/out and rotating around 'mech

Balance Seismic Sensor
Change seismic sensor so that it only works while the equipped 'mech is stationary for at least 1.5 seconds

Make UAV Useful
Change UAV to last for 90 seconds
Change UAV so that it can be shot down
Change UAV so that all detected enemies also detect it

I'm sure there's more, but my brain is tired.

#2 focuspark

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Posted 13 September 2013 - 07:29 PM

Balance UAC5 with Predictability
Change UAC5 jamming to be a factor of heat build up and not random change
Change UAC5 to allow firing every 0.5 seconds but each time accumulates 0.6 seconds of cooldown time
Change UAC5 to jam after accumulated cooling time exceeds 2.0 seconds
Change UAC5 to have to wait the accumulated cooldown time before regaining the ability to fire again after a jam

#3 Stormwolf

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Posted 14 September 2013 - 03:09 AM

This is going to be a long read, so better get comfortable.

Setting:
The starter setting would be 3025, it would primarily have all the level 1 technologies.
A update set in 3039 would gradually start introducing tech like XL engines, ER Large Lasers, etc. The next major update would be the Clan invasion, people would have level 2 tech available along with the option to play as a Clan faction. You can essentially grow the game that way all the way up to the Dark Age era and beyond.


Accounts and Characters:
Each Account has character slots for your pilot. You'd start with 2 character slots, more character slots can be bought with MC. Character creation revolves around filling out a name and choosing a faction, the faction choice is permanent. You'll need need to delete you character if you want to pick another faction. It's not possible to transfer items or C-Bills between these accounts to prevent farming.


Factions and differences in gameplay:
There are 3 major groups with one minor sub-group:
1. Successor States
2. Clans
3. Mercenaries
4. Solaris Gladiator

These groups play differently from each other with some key differences. Each group would have its own tutorial for gameplay.

1. Successor States
The Successor State military foots the bill for repairs, you'll never need to worry about costs. You do need to worry about parts and supplies. Successor State players get a base stipend depending on participation in missions. These are basically loyalty points that can be used for faction mechs and equipment. You'll need to withdraw from your current location on the map to a safe faction territory if you run out of parts. All your owned mechs would be repaired instantly here.

There is however a travel time consideration here, you can't keep going back your faction's territory to abuse the instant repair. This can only be done once every 3 days, you'll need to work on stocking parts and such if you want to stay longer in the field. Winning missions will give you the abilitiy to requisition more. Bonus rewards can include a faction mech or a salvaged enemy mech.

2. Clans
Similar to the Successor States in several ways. You accumulate honor points depending on your behaviour in combat. Dishonorable behaviour like multiple Clan units firing on one target will not receive any honor points (if the other side didn't gang up first). This group can be difficult to play without knowledge of Clan trials. All players in a Clan faction start out with SLDF mechs instead of Clan mechs to avoid griefing.

It is also possible to gain dezgra status here, you'll only be limited to SLDF mechs unless you rack up on honor points again.

3. Mercenaries
Mercenaries have a full C-Bill system and need to take care of all expenses themselves. Some defense contracts with Successor States will take care of repair and rearm for them to save costs. Mercenaries get to choose from mechs that come from the general merc list + the successor state they are currently working with. Contracts with good salvage rights will often net quite a number of components and sometimes even complete mechs (no Clan tech though).

Running out of money with a Merc faction would mean that you'd have to retreat to a merc world like Outreach or Galatea to get repairs. Mercs with high loyalty points with certain factions can get this done at a Successor State territory.

4. Solaris Gladiator
Not a actual group of sorts. This is a option for both Successor State and Merc players to fight on Solaris to win C-Bills and participate in tournaments and such. It's possible to save up for mechs here and bring it with you to the front lines. Solaris also has access to high level customization options to allow people to build more powerful mechs.

The drawback here is that people will have limited repair options again when they take a min maxed machine to the front lines again. So it's possible that your mech can't be efficiently repaired if it take critical damage. This wouldn't be a problem at Solaris however.


Customization, repair and rearm:
Customization is limited outside of Solaris due to the availability of parts and facilities. Parts for faction mechs are available for players at reduced repair rates. Parts like the 300XL engine will be cheap for Federated Suns players with a CN9-D since it's common in their faction.

Clans enjoy the advantage of omnitech here, they are however limited to the 3050 era variants instead of building a overpowered mech that will kill anything its way. SLDF designs however will not enjoy this advantage.


Mechs and availability Inner Sphere:

General:
Light: Locust,
Medium: Hunchback, Griffin, Shadowhawk, Wolverine
Heavy: Orion, Thunderbolt, Marauder*, Archer*
Assault: Stalker, Atlas

Capellan Confederation:
Light: Raven
Medium: Vindicator*
Heavy: Catapult, Cataphract
Assault: Highlander

Draconis Combine:
Light: Spider, Jenner, Panther*
Medium: Cicada, Wolftrap*, Kintaro
Heavy: Dragon/Grand Dragon, Quickdraw, Catapult
Assault: Hatamoto Chi*, Mauler*, Katana

Federated Suns:
Light: Valkyrie*
Medium: Blackjack, Centurion, Hatchetman*
Heavy: Jagermech, Axman*, Ceasar
Assault: Victor, Battlemaster

Free Rasalhague Republic:
Light: Spider, Jenner, Panther*
Medium: Cicada
Heavy: Dragon/Grand Dragon, Quickdraw, Catapult
Assault: Katana, Zeus*

Free Worlds League:
Light: Spider,
Medium: Cicada, Trebuchet
Heavy: Quickdraw, Warhammer*
Assault: Awesome, Battlemaster

Lyran Commonwealth:
Light: Commando, Wolfhound*
Medium: Hatchetman*
Heavy: Axman*, Warhammer*, Flashman*
Assault: Zeus*, Highlander, Banshee*

Mercs:
Light: Flea, Valkyrie*, Wolfhound*
Medium: Centurion
Heavy:
Assault: Marauder II*, Banshee*, Annihilator*

*Mechs that need to be added.
Note that some variants like the Catapult K2 would be unique to the FRR and DC

More stuff in part 2

Edited by Stormwolf, 14 September 2013 - 03:15 AM.


#4 scJazz

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Posted 14 September 2013 - 06:33 AM

Developer and Publisher

#5 CDLord HHGD

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Posted 14 September 2013 - 08:04 AM

Remove double armor, return things closer to TT.
Split ECM into it's 3 separate components.
Drop the heat threshold to 30.
Make DHS cool at 2x efficiency.
Return ammo to TT.
Make constantly in contest HUGE maps with specific drop in spots (think Planetside). But there'd need to be about a dozen or more maps not including variants to account for as many climate types as possible. Contested maps are on Community Warfare rotation.

#6 Stingray Productions

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Posted 14 September 2013 - 08:41 AM

i like the idea of changing the pulse lasers. Right now they fire just as rapidly as regular lasers. I like the idea of making each shot do a lot less damage, but it fires rapidly giving it a higher DPS in the end (but of course a lot less range)....just like it was in MW2.

#7 focuspark

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Posted 15 September 2013 - 08:50 AM

After discussing this idea(s) with a friend of mine who served a while on a US Navy submarine, to pay back the Navy paying for his masters degree, I'll like to amend my BAP suggestion.

Make BAP Meaningful
Change BAP to only enhance detection in the forward 90-degree arc
Change BAP to have an on/off switch
Change BAP when active, to always detect active ECM carriers, in the forward 90-degree arc, regardless of range.
Change BAP when active, to cause 'mechs detected in the front 90-degree arc to also detect the BAP equipped 'mech after a short delay

Effectively BAP should be powerful but have a price. It's like having a flashlight in a darkroom. You can see very well, but enemies can see your flashlight as well.

Edited by focuspark, 15 September 2013 - 09:17 AM.


#8 Ralf Smith

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Posted 15 September 2013 - 08:54 AM

I would add more game modes, as well as an ability to have custom matches (private or public).

I would also reduce the cost of the MC mechs, and slightly increase the cbills cost of the lower end mechs.

I would make the founders mechs 30% bonus (to match the heroes).

I would introduce better UI (the ability to save mech builds, load them later, and even share between users/clans)

#9 Helsbane

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Posted 15 September 2013 - 08:57 AM

I would focus on the basics of a shooting based game, you know, like making certain hit registry, hit boxes, etc. function properly.





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