We do need a way to make the acquisition of mech factories meaningful, but I don't think R&R is the way to do it (since we're unlikely to see R&R again, and I wouldn't be happy if we did see it). Perhaps just putting a "tax" on your winnings if you pilot a mech not produced by your faction? This way there is some incentive to control production sites but it's not extremely punishing if you don't.
In the view of the original system, definitely not. The original R&R system was awful. No denying it.
However, my idea focuses on targeting "early" upgrades (the new player who starts out against other new players, and suddenly upgrades to a Endo Steel, twin ER PPC + AC/20 triple Streak Atlas right off the bat and butchers all of his fellow new players can't get away with it anymore) and having you ease into upgrades. Low rank? You're mostly against other low ranks or some higher ranks of equally low ELO scores. So aside from those terrible players, you're in a pit with new players and low end mechs. Someone might upgrade to DHS, but he is then hit with repair bills associated with losing his DHS where you are not. That early, it hurts him. But no bills for you as a new player, you chose to wait to upgrade your mech. When a few ranks come your way, your income goes up. As your income goes up, you can afford the upgrades and the repairs associated.
The idea is to go from cost free low-end mechs pit against low-end cost free mechs (with the assorted poor-skilled players with higher faction ranks and slightly better gear mixed in), and upgrade over time. You choose when you upgrade, you can do it early at a bite in the pocket or a little late to collect a wealth of savings before you take the step up. The concept of the low-end stuff early on, of course with those guys mixed in, is to ingrain early teamwork skills and less "I gotta have a super mech." Atlases are supposed to become rare. Maybe you see one. "Oh no it's an Atlas. Looks like it's got DHS. Fire support, get ready to target Echo. We're going to lure him into this corner and block him in, hit him hard!"
Quote
"An Atlas is supposed to be the turning point in a battle. Its presence can change and shift which way the fight will go."
Right now these are too common. The weight drop limits and the dropship concept will help reduce them, but even with my system you can't lose your backside unless you threw in Endo, Ferro, DHS, ER PPCs, LB-10, and an XL engine with Artemis and to be honest, if you can fit all that you deserve to lose your backside and fall in debt for being so foolish as to throw in every feasible upgrade you can fit!
It may be a fantasy, but when people first start they try to coordinate. At the moment there's no reason, both sides have vastly superior equipment compared to the new guy with the trial mech.
But, I got thrown in with some new players, and I did this while making a tutorial for battlegrids. I took command. The new players didn't necessarily understand the orders but the chat had a good bit of coordination. Our enemies were not new players. Some were quite coordinated in their attempts to stop us. A combination of my mech (a fully optimized, heat efficient DPS rig with bonus damage to structure) and a bit of cooperation from the players both experienced and not, allowed us to turn a losing battle to an epic victory.
But for the details on the actual idea, I offer you this. It has a bit of an explanation of the idea. Or skip to the vid below.
Spoiler
Koniving, on 15 August 2013 - 03:31 PM, said:
All in all two things are necessary for slower-paced combat.
1) A very low heat capacity, 45 maximum. [Note: 10 engine DHS in MWO gives you 50. A trial mech with 10 SHS gives you 40. Ever noticed how much slower paced a trial mech's combat abilities are?].
2) Either the removal of XL engines or -- better -- a re-institution of repair and rearm as a balancing tool rather than a money sink. (Right now we're all running the best the Star League had to offer; everyone's got super rare and Lost Tech; the most advanced technology ever; we need a way to limit that!)
Repair and rearm? GAH! NO!
Wait.. Hear me out. PGI's method here was too strongly based on World of Tanks as a money sink rather than a balancing tool. Here's my thoughts.
Spoiler
A jisted example is this: ZOMG I didn't even start but I know it's TL;DR. What's the gist? See below spoiler.
Spoiler
As a lone wolf or faction member..
The faction you work for or sided with during a skirmish will supply you with full repairs on all common tech and a limited supply of ammunition for free. After all you're apart of their military forces and/or it's a thank you for assisting them in their conflict.
Repair
They either cannot or simply will not pay for the following: Upgrades (endo -- expensive but pay only if your structure is damaged, ferro -- dirt cheap but pay if your armor is damaged), XL engines, double heatsinks (only pay for damaged/destroyed ones), ER PPCs (Rare Tech), and LB-10x (Lost Tech).
Thus, if you don't upgrade, you keep all the money you earned.
If you upgraded, well you pay a little out of pocket to fix it up but only if it gets damaged or broken.
But wait, I can see why for an ER PPC but why charge me for an LB-10?
Easy. In lore LB-10s are rare, but aside from that they are also supposed to be able to fire both LB-10X ammo as well as AC/10 ammo. It's 1 ton lighter than an AC/10, generates less heat, and is supposed to fire both cluster-shot and AC/10 slug ammunition. That's why.
So why would I want an AC/10, aside from no repairs?
Eventually AC/10s as well as other autocannons deserve multiple types of ammunition. LB, Rotary and Ultra Autocannons cannot use these special munitions.
Rearm
You're allowed to carry up to 4 tons of any specific kind of ammunition on the faction's . Example: 4 tons AC/2 ammo. 4 tons LRM ammo. 4 tons AC/20 ammo. Or even 4 tons LRM, 4 tons SRM, 4 tons AC/20.
If you carry 5 tons of a specific ammo, but only use 4 tons, you're fine. But if you used all 5 tons, you're paying for that 5th ton.
To avoid loop holes: Having special ammunition does not count as a separate ammo.
This is to reduce boating of ammunition based weapons. Although it's not terribly expensive to the point where you couldn't do it. It's pricey to the point where you might be hesitant to do so.
You covered Factions and Lone Wolves, what about Mercs?
Mercs from what was hinted from Bryan not only have a much more direct affect of the map, getting paid more based on how many planets their group controls, etc., they are also filled with tons and tons of min-maxers! Hardcore, difficult to balance folk that will find every nook, cranny, and exploit they can to fulfill the power metas they set.
To deal with this, they will have the full Hardcore Repair and Rearm. I've mentioned this a few times though I really only had basic details for this part of the idea.
Of course, in past iterations of this I'm much more detailed and list all contingencies, such as the nearly impossible "I fell into debt" with factions (my god you'd have to have an XL-carrying assault mech boating 20 tons of ammo with every feasible upgrade installed and lose, epically, in some 40 matches in a row based on one calculated scenario to fall into debt), and the much more likely "I jumped in too deep with the mercs and lost my wallet" scenario.
Summary; TL;DR:
A repair and rearm system that allows you to choose (Choices are good) your participation level by choosing if you want or don't want something.
Faction or Lone Wolf: No repair unless upgrading or using advanced tech.
Only pay to repair said upgrades and advanced tech. No rearm unless boating more than 4 of one kind of ammo; encourages variety.
Thus avoid repair and rearm by using lore friendly common tech and not boating or participate in repair and rearm at the extent that you personally choose based on what you put on your mech.
Hardcore option: Join a mercenary group.
Contingencies provided in the past or available for every scenario of epic fail possible.
If you compare closed beta (common capacity of most mechs 36 to 52 max, 0.6 to 1.9/sec cooling, 30 to 90 kph) to MWO of today (40 to 88.56 average capacity, 2.0 to 4.96/sec cooling, 50 to 150.6 kph), there's quite a bit of difference there with the removal of repair and rearm and the introduction of XLs, endo for everyone, double heatsinks, etc. Curious, isn't it?
Urban Brawling. Repair and rearm. Notice the speed of mechs? The big stompy ~medium~ mechs? The even slower assaults? The glowy Atlas eyes?
Classic light gameplay under repair and rearm. A light barely going 120? Blasphemy!
20 minutes of mixed classic gameplay (feel sorry for my commando, my own team was throwing me around like a rag doll)! Streaks that require more skill than SRMs and MISS frequently?!?! Say it isn't so!
But yes. I'm going to wait for ATD 46, and I'll bring my findings on the heat capacity and "My" version of heat neutrality, as I know PGI's version really is terrifying. And request the Devs if they would consider instating it. Hope for support in that regard.
I know Homeless Bill's Accuracy Penalty System (Targeting computer tax thingy) which is basically Paul's heat penalty but against accuracy which is more consistent and less nonsensical gets insane support. Let's hope I get even a sliver of that support.
Or, as a audio alternative, myself, Lordred, and a few others were discussing MWO and various aspects from ammunition types, the King Crab, repair and rearm, the threshold/capacity system, how to remove the need for Ghost Heat, and many other aspects of development that we felt could have been done better.
It even includes a touch on weapon variants.
Protection, on 27 September 2013 - 10:05 AM, said:
Here, this is how to do a persistent universe economy:
Oddly not that dissimilar from what I was talking with ThomasMarik about. Minus the supply and demand missions (though that doesn't sound far off from what the contracts could provide, within the confines of combat on planets. It also sounds like what diverting the front line to a side to take things back could have. But again, to implement that as described would absolutely require a repair and rearm system.)
Some cool concepts that would add a lot to the game. I really hope to see it in place. The presence of the promised phase 3 CW content and the like would push things like ghost heat and 3PV into a narrower perspective.
I would like to see some sort of 'replacement/repair' costs that would influence how much profit you make on missions based on the mech you drive vs the cost you have to replace/repair it. If Hesperus 2 gets taken by evil Kurita invaders then when you pilot your Zeus on behalf of Steiner you're going to get less profit - your repair/refit costs are higher. You're going to pay more for running something with a 300XL now that your main Defiance Industries location is in the hands of the Snakes.
You should also feel terribly, terribly ashamed for losing such a key world to Kurita who are generally better at killing their own people than foreigners but that's another issue.
That would be ideal. It should impact what mechs you run based on a representation of repair/refit reflected in reduced cbill profit from matches.
The problem with all the suggestions I'm hearing is a push to restrict.
They want me to get stuff slower, or make it harder or destructive (durability?) To play mechs I may have paid real money for.
There should be incentives only, not penalties over the current system
Now, mc discount for high rank might be cool.
As long as they don't raise prices to "compensate".
I also fear realistic matchmaking expectations.
I log into mwo over lunch on Monday. How can I participate?
Me and my friends have an hour free tuesday after work.
How can we participate.
I suck. How do I meaningfully participate?
One house has more, better, better organized players. How can the other houses not be hopeless?
How long before the good house is bored because the dice are so heavily weighted against them they can't win?
How many queues can this game support at once. Two?
What's the best way to do it with That restrction?
Hellen Wheels, on 27 September 2013 - 11:13 AM, said:
Same old ****.
Same old Song and Dance.
Same old Dog and Pony Show that we've heard over and over for the past five years.
Call me in 18 months. Maybe I'll cough up another five bucks then.
Until then, enjoy your foibles, Ekman.
If you guys remember or see all the stuff announced by PGI during closed beta, the four pillars : at that time I was drooling. Now I woke up.
Considering they're so late with everything, even the damn UI is taking ages to get implemented, I am very cautious about everything they promised about CW.
If they ever released, it would also take more than 6 months... Personally, I'll just pass and come back in many months and judge by facts what they've really done.
For non-clan warfare. I'd like to see one planet up for grabs every week, maybe. You can enter that queue (solo, small group or full 12) and elect a (friendly) faction. (E.g. marik can fight for kurita or liao). If the attacking faction wins 60-90 (core world) precent of battles that week, the planet flips.
(Hotly contested planets might flip with only 55 percent and enter the rotation regularly, core worlds might need an 85 percent win ralte and only come up after so many consecutive conquests). Maybe tweak the percents based on who owns neighboring planets so deep penatration is hard. And merc controlled planets could influence.
Maybe high ranked faction players can vote on the next target. Winner of last planetary struggle on that front is on the offense chooses target (so you have momentum).
(Or maybe change planet every 3 days. One contested planet at a time might be necessary for good queues).
Maybe run multiple campaigns at once but rotate which queue is unlocked every 5 hours or something).
The merc unt system would be different.
I like the idea that a merc company can have up to like 30 shareholders (and unlimited members) per planet held.
Shareholders get like 10 mc per day (premium time owners) or 100, 000 cbills per day (free players) for the planet they are assigned to.
(You need a shareholder limit probably, if the ceo can make arbitrary assignments out of a pool that might work but is rfe for lawsuits :-).
CW should be about rewards.
In a free to play game, you can't restrict access to things players already own, and you need to be new player friendly.
On this topic: Faction Diversity and the importance of holding factories that produce mechs, weapon variants, etc.
Spoiler
Koniving, on 27 September 2013 - 08:28 AM, said:
But back on the faction diversity topic, there are universal mechs but then there are faction specific warehouses that produce stuff that you would want to take over. Thus, giving you a reason to vote towards one assault or another.
Honestly this is one of the few things PGI has thought of that I would not change. Although I would add weapon variants, engine variants, armor variants, etc. to this list.
(Snip Yori Mechworks reference)
The Tiegart PPC and the Dragon's Angst Gauss Rifle is also produced here.
Brand name armor, brand name Jump Jets, and brand name Endo Steel is also produced here.
What if the game really had a difference to these?
What if the Dragon's Angst Gauss Rifle did 15 damage in 4.75 seconds like the normal Gauss Rifle, but it could fire once every 2.375 and did 7.5 damage per shot? What if PPCs weren't hardset in how they work; for example what if the Tiegart PPC did 9 damage but traveled faster and a little farther?
-------
What if these things actually mattered, diversified the battlefield and made it more interesting, but at the same time wasn't truly superior to something else?
(Snip huge post)
A like given to me on another thread has reminded me of this awesome little post I gave with fluff-based specifics on Autocannons. It also touches on a jam rate issue on the UAC/5 which will come up with all UACs. So below, you'll learn some cool stuff about the dakka dakka.
Spoiler
Koniving, on 26 September 2013 - 11:57 AM, said:
This isn't the first time it's been posted. Some of us have stated this to them since closed beta, when the unjam was manual and difficult. The solid 15% jam rate which sometimes causes a jam to occur before the actual shot leaves the chamber is a bit of a pain. It helps with the UAC/5's oddly more than two-times superior firing rate but all in all if it were slowed down to the speed of the AC/5 with a double tap option, we'd have to change the jam rate.
An increasing jam rate is actually canon and tabletop. Although jams were also permanent as a MAJOR balancing factor.
As far as fluff, there are various kinds of ACs and UACs. Some single shot -- but these were ultra rare. (Example, the Cauldron Born is one of the few single-shot does 20 damage style UAC/20 carrying mechs. The Hunchback IIC's twin UAC/20s fired 6 shots to deal 20 damage (per gun), and the firing rate simply doubled to do another 20.)
The regular Hunchback's AC/20 is demonstrated in video (by Microprose) as having a 5-shot AC/20. Although official art usually depicts 4 barrels -- a 4-shot AC/20 would be a Chemjet Gun AC/20, though.
Other assorted book-based examples include the 12 shot Deathgiver 120mm AC/20s (King Crab), the 15 shot Deathgiver 100mm AC/20 (Atlas), the Whirlwind triple-shot AC/5, and so many more.
Some ACs, like the one of those found on the MW:LL mod, are fully automatic but low caliber. (The AC/5 I'm specifically mentioning fired 5 shots of "1" damage each at a constant, non-stop rate which totaled 5 damage every 2 seconds or 1 shot every 0.4 seconds).
There's essentially 3 types.
The one mentioned above; fully automatic but they are low caliber, low damage per shot, and are measured by a unit of time.
(Example: If an AC/2 deals 2 damage every 0.52 seconds, then a 2 shot fully automatic AC/2 would deal 2 shots with each shot being 1 damage every 0.26 seconds. Second example: If an AC/20 requires 4 seconds to fire again, then a 100 shot AC/20 does 20 damage in 100 shots spread out over 4 seconds with no cooldown). You could and should in theory be able to stop firing at any moment in time.
Despite a constant rate of fire, this is actually the slowest firing of the multi-shot versions. The higher the caliber, the longer the wait between shots (to an almost AC/2-like wait for weak versions of AC/20 multi-shot versions).
Actual ammunition is calculated by how many shots per ton of single shot ammo (6 for an AC/20) as the units of time you'd get to fire (4 seconds), times how many shots per unit of time. So if it's 100 shots per 4 seconds, you'd get 6 units of time, or 600 shots per ton.
The kind we 'hear' in MW3, Burst Fire. This is actually the most common sorts in the books. The weapon is rated by how much damage it does per trigger squeeze or burst. The autocannon is loaded by magazines called "cassettes" in lore. When the cassette is loaded and the trigger squeezed, the weapon fires every shot in that cassette until it's dry.
An example is the Whirlwind AC/5 which has a 3 shot cassette. The Chemjet Gun is described in a specific book as a 4 shot AC/20 (although we commonly refer to it as a 3 shot as I once believed it was until I read it myself). The Crusher Super Heavy Autocannon/20 burst-fire variant fires a rapid burst of 10 shots per load.
After a burst, the 'cooldown' time is a mixture of ejecting and loading the new cassette as well as giving the barrels time to cool.
This fires faster than the MG versions, but with significantly longer waits in between bursts.
Shot count is measured in trigger squeezes. Example if a single shot AC/20 has 6 shots per ton, then you will always be entitled to 6 trigger pulls or bursts per ton.
And then there are the single shot versions. These are the highest caliber feasibly possible for each classification of autocannon.
In terms of lore these are the RAREST form of autocannons and not that different from Rifles.
The recoil from the AC/10 and AC/20 weapons were such that smaller mechs could not equip them without losing the limb associated with it. As such an AC/20 Jager would either lose its arm or fall on its back trying to use a single shot AC/20; favoring instead smaller caliber multi-shot styles such as the Crusher. Only mechs such as the Cauldron Born could mount single shot does 20 damage-style UAC/20s as the recoil was so strong the Atlas test caused it to lose its balance unless the mech was stationary and braced before use.
In terms of mechanics, aside from violent recoil jerks for larger singleshot ACs, they work as shown in MWO.
Interestingly enough, of the UAC fluff to be found in books and on Sarna, only the UAC/5 is specifically mentioned to be of a smaller caliber (as in for my interpretation, UAC/2, 10, and 20 can have single shot versions but the UAC/5 does not). Just food for thought.
What makes a rotary AC different when there's already MG style regular ACs? Rotary cannons can fire them 6 times faster though at much faster heat build up and incredible risk for jams.
Hope it was a fun read, perhaps at some point we may see these in MWO?
The problem with all the suggestions I'm hearing is a push to restrict.
They want me to get stuff slower, or make it harder or destructive (durability?) To play mechs I may have paid real money for.
There should be incentives only, not penalties over the current system
Now, mc discount for high rank might be cool.
As long as they don't raise prices to "compensate".
I also fear realistic matchmaking expectations.
I log into mwo over lunch on Monday. How can I participate?
Me and my friends have an hour free tuesday after work.
How can we participate.
I suck. How do I meaningfully participate?
One house has more, better, better organized players. How can the other houses not be hopeless?
How long before the good house is bored because the dice are so heavily weighted against them they can't win?
How many queues can this game support at once. Two?
What's the best way to do it with That restrction?
Good questions. I can't speak for PGI but I would imagine the MC prices would not change for the mechs regardless of the cbill price swings. Snag your mechs during sales or urges. Repairs and such wouldn't affect your RL out of pocket expenses. But in MWO's ELO system you wouldn't sky rocket into massively high competition, and so of my idea, roaming around with standard equipment means virtually no upkeep for your mech. But remember this: PGI hasn't been listening to the forum minority for quite some time. So don't seriously get any hopes up that any of the suggestions we are giving in the thread will ever make it to the game.
Considering the casual participation, aside from getting into a number of matches during the times you can play, I'm not sure how meaningful your participation can be. I do know that every battle is supposed to help determine which way a planet on the front line goes (and with 100 planets on a front line at any one time, not entirely sure how significant 4 or 5 battles done by you specifically might be).
Far as the house situation, since you can leave and join houses whenever without losing your standing, there's a fair chance a number of players will switch over to will help out a losing house for the benefits of unlocking the content there as well. Truth be told in games that allow it, if I see that a fight is incredibly one sided I'll join the opposing team to try and balance it out to something more fair.
But I'm that sort of person.
When I build my mechs I favor DPS over high alpha, because in MWO the game favors high alpha and so not only am I rare and unique, but I'm also impairing myself which makes my fights more challenging and therefore more satisfying when I win.
Back on topic, I'm certain the game supports more than two queues. There's 6 initial factions who each are fighting each other on their borders. That's a minimum of 12 queues or line-ups to jump into. 2 per faction minimum (for left and right sides of their borders). That's assuming there isn't a queue for a third or fourth side.
Though these are valid points. There's an ATD that they're collecting questions for. If it's too late to slip in, aim for the next one. Get your question and its supporting points in! That's something PGI should be able to give a real answer to!
Itsalrightwithme, on 27 September 2013 - 04:08 AM, said:
I'd pay a modest amount of MC to put a bounty on Koniving ;-).
Many have tried, my friend. Can't wait to see how high I can get that bounty! My knack for taking supposedly weak weapons and turning them into incredible mech butchering weapons of slaughter has earned me a good "Kill Kon" bull's eye from time to time.
This recent one recorded by Lordred the Camera Commando pilot shows just how dangerous a shotgun, two MGs and 3 SPL can really be in a Hunchback with an XL engine. 7 kills, more than 700 damage, in a brawling rig going toe to toe and face to face against many enemies.
For more awesome chase cam stuff, check out Lordred's youtube channel! Like his awesome screenshots, he captures a different side of MWO action.
Come get me. My Hunch 4G's LB-10 is happy to see you.
I don't really get how CW is going to work. They say that my mechs will have a specific location in the galaxy and that they will involved in battles for a specific planet.
Sounds good, but what happens if the planet my mechs are garrisoning is not attacked? I guess I will still be able to play? but will it not count against anything? How does defending work? If I, or the majority of the group I belong to, are not online and the planet is attacked by another faction how will the result be fairly determined?
More information will be released as we go forward I am sure, but right now I just don't see it.
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I don't really get how CW is going to work. They say that my mechs will have a specific location in the galaxy and that they will involved in battles for a specific planet.
Sounds good, but what happens if the planet my mechs are garrisoning is not attacked? I guess I will still be able to play? but will it not count against anything? How does defending work? If I, or the majority of the group I belong to, are not online and the planet is attacked by another faction how will the result be fairly determined?
More information will be released as we go forward I am sure, but right now I just don't see it.
If they do it similar to mpbt 3025 you will be able to move around planets freely so you can pull garrisoned units to front lines without delay. Of course if they don't let you do that it's "incentive" to buy more much bays to have more mechs available
Very little new info. Consipicuously absent: Any sort of definite timeframe. Suppose by the old "1:1 Timeline" they meant "The game should be done right about the year 3050"?