Curious as to everyones thoughts & ideas on how MASC should work in Mechwarrior Online.
2
Masc Implementation
Started by Corvus Antaka, Sep 15 2013 11:00 AM
6 replies to this topic
#1
Posted 15 September 2013 - 11:00 AM
#2
Posted 15 September 2013 - 01:30 PM
Not sure about this one. What is it supposed to do?
#3
Posted 15 September 2013 - 02:13 PM
I'd personally only make MASC available on mechs that have a variant that can carry it.
The MASC should be activated by pressing a specific button for it, it should give warning before the actuators give out so players have a chance at turning it off again.
The MASC should be activated by pressing a specific button for it, it should give warning before the actuators give out so players have a chance at turning it off again.
#4
Posted 15 September 2013 - 05:15 PM
1.) Personally, I'd like to see MASC as a "hardpointed" item, much like AMS or ECM.
2.) If PGI is working to maintain the internal layout of the stock 'Mechs, MASC would consume variable amounts of weight and critical spaces as a function of the BattleMech's tonnage (described on page 52 of TechManual).
3.) MASC should be incompatible with TSM (if the latter is ever implemented) - one can have one or the other, but not both.
MASC should, however, be compatible with the Supercharger (if the latter is ever implemented).
4.) I would prefer to see MASC extend the existing throttle bar (or just take up the top portion of the existing throttle bar) and become active any time the throttle setting is pushed into that region.
By linking it to the throttle rather than making it a separate toggle, the feature should become more difficult (or, at least, more cumbersome and difficult) if not outright impossible to tie to a macro (and thereby discourage if not outright prevent abuse via macros).
5.) When active, MASC should increase the top speed (not taking the Speed Tweak efficiency into effect) by 33%.
Therefore, (MS) = 1.333 * (RS).
6.) Personally, I would prefer to see MASC whittle away at the Internal Structure of the legs as a function of time while active (specifically, 1% of Structure health/hit-points per second), which is intended to approximate its drawback from BattleTech (which also places a limit on MASC's cumulative active time).
2.) If PGI is working to maintain the internal layout of the stock 'Mechs, MASC would consume variable amounts of weight and critical spaces as a function of the BattleMech's tonnage (described on page 52 of TechManual).
- IS MASC: weight is 5% of BattleMech tonnage (rounded up to the nearest full ton), volume is 5% of BattleMech tonnage (rounded up to the nearest full number of criticals)
- Clan MASC: weight is 4% of BattleMech tonnage (rounded up to the nearest full ton), volume is 4% of BattleMech tonnage (rounded up to the nearest full number of criticals)
3.) MASC should be incompatible with TSM (if the latter is ever implemented) - one can have one or the other, but not both.
MASC should, however, be compatible with the Supercharger (if the latter is ever implemented).
4.) I would prefer to see MASC extend the existing throttle bar (or just take up the top portion of the existing throttle bar) and become active any time the throttle setting is pushed into that region.
By linking it to the throttle rather than making it a separate toggle, the feature should become more difficult (or, at least, more cumbersome and difficult) if not outright impossible to tie to a macro (and thereby discourage if not outright prevent abuse via macros).
5.) When active, MASC should increase the top speed (not taking the Speed Tweak efficiency into effect) by 33%.
- BattleMech walking speed = (WS) = 10.8 * ((Engine rating) / (BattleMech tonnage))
- BattleMech running speed = (RS) = 1.5 * (WS)
- BattleMech MASC speed = (MS) = 2.0 * (WS)
Therefore, (MS) = 1.333 * (RS).
6.) Personally, I would prefer to see MASC whittle away at the Internal Structure of the legs as a function of time while active (specifically, 1% of Structure health/hit-points per second), which is intended to approximate its drawback from BattleTech (which also places a limit on MASC's cumulative active time).
Edited by Strum Wealh, 15 September 2013 - 05:21 PM.
#5
Posted 15 September 2013 - 06:42 PM
Strum Wealh, on 15 September 2013 - 05:15 PM, said:
1.) Personally, I'd like to see MASC as a "hardpointed" item, much like AMS or ECM.
2.) If PGI is working to maintain the internal layout of the stock 'Mechs, MASC would consume variable amounts of weight and critical spaces as a function of the BattleMech's tonnage (described on page 52 of TechManual).
3.) MASC should be incompatible with TSM (if the latter is ever implemented) - one can have one or the other, but not both.
MASC should, however, be compatible with the Supercharger (if the latter is ever implemented).
4.) I would prefer to see MASC extend the existing throttle bar (or just take up the top portion of the existing throttle bar) and become active any time the throttle setting is pushed into that region.
By linking it to the throttle rather than making it a separate toggle, the feature should become more difficult (or, at least, more cumbersome and difficult) if not outright impossible to tie to a macro (and thereby discourage if not outright prevent abuse via macros).
5.) When active, MASC should increase the top speed (not taking the Speed Tweak efficiency into effect) by 33%.
Therefore, (MS) = 1.333 * (RS).
6.) Personally, I would prefer to see MASC whittle away at the Internal Structure of the legs as a function of time while active (specifically, 1% of Structure health/hit-points per second), which is intended to approximate its drawback from BattleTech (which also places a limit on MASC's cumulative active time).
2.) If PGI is working to maintain the internal layout of the stock 'Mechs, MASC would consume variable amounts of weight and critical spaces as a function of the BattleMech's tonnage (described on page 52 of TechManual).
- IS MASC: weight is 5% of BattleMech tonnage (rounded up to the nearest full ton), volume is 5% of BattleMech tonnage (rounded up to the nearest full number of criticals)
- Clan MASC: weight is 4% of BattleMech tonnage (rounded up to the nearest full ton), volume is 4% of BattleMech tonnage (rounded up to the nearest full number of criticals)
3.) MASC should be incompatible with TSM (if the latter is ever implemented) - one can have one or the other, but not both.
MASC should, however, be compatible with the Supercharger (if the latter is ever implemented).
4.) I would prefer to see MASC extend the existing throttle bar (or just take up the top portion of the existing throttle bar) and become active any time the throttle setting is pushed into that region.
By linking it to the throttle rather than making it a separate toggle, the feature should become more difficult (or, at least, more cumbersome and difficult) if not outright impossible to tie to a macro (and thereby discourage if not outright prevent abuse via macros).
5.) When active, MASC should increase the top speed (not taking the Speed Tweak efficiency into effect) by 33%.
- BattleMech walking speed = (WS) = 10.8 * ((Engine rating) / (BattleMech tonnage))
- BattleMech running speed = (RS) = 1.5 * (WS)
- BattleMech MASC speed = (MS) = 2.0 * (WS)
Therefore, (MS) = 1.333 * (RS).
6.) Personally, I would prefer to see MASC whittle away at the Internal Structure of the legs as a function of time while active (specifically, 1% of Structure health/hit-points per second), which is intended to approximate its drawback from BattleTech (which also places a limit on MASC's cumulative active time).
I agree with everything about this post.
In particular, I love how it keeps it from being a "well, I rolled snake-eyes in my first 5 seconds of MASC...guess this match is over for me."
#7
Posted 24 August 2014 - 11:14 PM
I've been thinking about the whole MASC thing and I think I got a solution. One way to avoid the instant leg breaking possibility, when you were to activate MASC it would slowly generate heat as well as give the normal MASC speed boost abilities, but when firing weapons while MASC is engaged would have their heat that is generated be multipled by X (X could be about 1.3 by my standards) and when a mech's heat level hits 90% it can behave like the lava of MWO, and start doing leg damage and not letting your heat drop below 90% until MASC is turned off or you overheat at which point MASC would turn off automatically after your mech's has cooled down. The heat base generated by MASC can be increased based on the map's heat. In addtion MASC can have a cool down for reuse of about 6-12 seconds before it can be actived again via toggle. Also the fitting of MASC in a mech can be the same as battletech. In other words only select mechs can have MASC and it will take up critical and weight space in the mechs based on the "MASC rules" of table top.
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