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"consumable Idea" From Technoviking


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#1 Christof Romulus

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Posted 01 November 2013 - 01:42 PM

View PostTechnoviking, on 31 October 2013 - 10:47 AM, said:

Here, let me make some useful consumables:

7 Troops with a missile launcher or two that can take or hold a cap point.
1 Myrmadon Tank that proceeds forward firing at whatever it sees.
3 Helicopters that shoot an LRM 5 and Tag and spot.

See, if me and my 11 friends each have one of these? All kinds of RP, RTS and other kind of strategy built right in. Suddenly, its real, lively battlefield. Machine guns have a point. You're welcome.

Seriously, this is actually one of the greatest ideas I have ever seen on these forums:

PGI, please consider creating consumables that produced the following units on startup:

7 Troops with a missile launcher that can cap or hold an objective
1 Myrmadon Tank that moves only to engage enemies
3 Helicoptors that fire LRM 5's that use TAG and spot

Technoviking is actually more correct than he thinks too - Assaults typically have less consumable / module slots, so lighter mechs could, theoretically, bring a larger automated army with them. This almost even balances itself - this is genuinely a great freaking idea.

#2 Corvus Antaka

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Posted 01 November 2013 - 07:38 PM

+1

#3 FupDup

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Posted 01 November 2013 - 08:37 PM

Urbanmech drop pod.

MAKE IT HAPPEN.

#4 FerrolupisXIII

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Posted 02 November 2013 - 02:51 AM

right now most mechs have two module slots, 3 with master. even most lights. and the D-DC, the biggest mech in the game, has 4 when you master it! so i think your point on self balance is pretty moot.

other than that, sounds pretty cool. i'd suggest higher numbers though, like a platoon of infantry, a squadron of tanks, etc. mechs will absolutely shred anything short of another mech, even the locust could probably handle a couple of tanks without much problem.

#5 Enzane

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Posted 02 November 2013 - 04:55 AM

I think the module should be a Radio to call in these things at the point you designate by your crosshairs.

I really like this idea and hope they can do something like it. However I see a lot of problems right now.

1. We have NO AI in this game. I doubt PGI has put in ANY AI in this game yet. So getting seven soldiers to move about accurately would be rather silly. Would you really want Soldiers, Tanks, or planes that did nothing but Dumb-fire in front of them and move in a straight line?

2. Extra assets on the battlefield. I don't know about you, but most machines are already taxed with 23 other mechs running around. We'd have to make sure every one could handle additional moving assets on their systems, or at least Make sure Hit detection doesn't get bugged between Client and server side.

3. Unit Damage, Kills, Stats, etc. How do you plan on handling this data? Do the kills go to the commanding pilot?


Overall, I'd love to see this kind of concept in game. and I'm sure PGI is working towards something of the like.

However I don't think we will see it for quite some time.

#6 XtremWarrior

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Posted 02 November 2013 - 08:29 AM

How do they appear? Where are they coming from?
Not that i matter that much myself but this game community is realy simulation oriented, so this point needs to be adressed.
Like everyone, i'd love to fight some smaller targets but this changes so much the current mechanics that it should probably be a battle-mod on his own (ie: what about a full team using them to cover their base with tanks: even a few lights will get trouble dealing with that many units so no more capping threat / All of them are extra firepower, extra sensors, and even extra capping for the Troops, imagine a module price worth all of that: 20-25M CB, probly even more?).
IMHO, of course

Edited by XtremWarrior, 02 November 2013 - 08:31 AM.


#7 Sandpit

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Posted 02 November 2013 - 08:34 AM

I would much rather see a reinforcement queue. I'm just not keen on having other units in the game.

#8 Stygian Steel

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Posted 02 November 2013 - 08:46 AM

the tanks could be air dropped in, and i love the idea of infantry holding/capping objectives, they could easily be spawned in on the objective oil rig thingy and patrol the catwalks that are on them, in essence forcing enemy mechs to kind of attack the objective to swat the soldiers off of it, the attack choopers could be a light/medium only mod since choppers would be fast and with a tag and an lrm5 maybe 1 MG and like 10 armor points would be perfect, they would follow the mech right behind and engage your targets, the tanks would be for heavy/assault although that may give heavies and assaults even more firepower an extra slow moving tank with a ppc or somthing would be a pain, they pay out for fighting these things could be like 1xp per infantry killed and like 50-100 c-bills maybe even as low as 25, choppers would be like 25xp and 100-200 cbills tanks could be 50 xp and like 200-300 cbills for destroying them, to balance it out they could also be on a timer like the current airstrike artie are now, just a thought
TL;DR this is an amazing idea please bump for more exposure!

#9 Stygian Steel

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Posted 02 November 2013 - 08:50 AM

View PostXtremWarrior, on 02 November 2013 - 08:29 AM, said:

How do they appear? Where are they coming from?
Not that i matter that much myself but this game community is realy simulation oriented, so this point needs to be adressed.
Like everyone, i'd love to fight some smaller targets but this changes so much the current mechanics that it should probably be a battle-mod on his own (ie: what about a full team using them to cover their base with tanks: even a few lights will get trouble dealing with that many units so no more capping threat / All of them are extra firepower, extra sensors, and even extra capping for the Troops, imagine a module price worth all of that: 20-25M CB, probly even more?).
IMHO, of course

yeah your right about that in that it should prolly be a game mode, that would open up escort game modes although i think they have already said they weren't going to have that kind of mode, although they have been known to change their stances from time to time, just not usually on things that are popular lol
the pricing could be as follows, basic infantry module would cost 10k cbills and give you 5 troops, unlock the pilot tree mod for improved infantry you get 10-15 troops for 40k and they would be equal to having a single streak srm2 and maybe a single MG for the basic, for the choppers you get one for the basic, 2 for the improved at 40k and 80k respectively, maybe even give the choppers a time limit for fuel or whatever, and the tanks well, you get ONE tank period lol, at a cost of 100k each and you have to unlock the 15k gxp module to unlock it
*edit a command console would also be required, yay for a use for that thing

Edited by Stygian Steel, 02 November 2013 - 08:59 AM.


#10 Biglead

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Posted 02 November 2013 - 10:20 AM

View PostFerrolupisXIII, on 02 November 2013 - 02:51 AM, said:

mechs will absolutely shred anything short of another mech, even the locust could probably handle a couple of tanks without much problem.


http://www.sarna.net...i/Demolisher_II ?





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