

Custom Pilot
#21
Posted 14 May 2014 - 12:07 AM
Well. Here's the continuation, First off, We all know that like today, many things are made by many different manufacturers. This would include Cooling vests. Each House/country/nation whatever, has there own standard for equipment, Some hand it out based on rank. or some based on how well they preform, each would have a certain cost based on what you would have to do for the house. Or, on the other hand, you could buy it on the 'Black Market' at a higher cost, but it would make it so that you have access to this tech.
example: Cooling Vest
Maker: House Karuta
Base Cooling: 1.5 per second
Cost: House/ Recruit gear
Black Market: 600M C-bills
Or.
Maker: FRR
Base Cooling: 1.94 Per Second
Cost House: Achievement of Captain
Black Market: 45.5M C-bills
As you can clearly see, the FRR one has better Cooling, but much higher cost. This idea gives way to making heat efficiency for Both the Mech and the pilot. As anyone who has read the books knows, the inside of a Mech's cockpit, is like sitting in a hot box in the desert. With better cooling for the pilot, extreme heat makes the pilots vision blur less, The mech gets too hot, the pilot might black out even for a few seconds (which can be lethal in a mech)
Next is Neural Helmets. The Key to the mech. which links the pilots balance scene to the Mech's Gyro. A higher rating or Better manufacturer would mean that the mech might shake less when hit by any fire, or be knocked down less if hit in certain area's with hard hitting weapons. (IE. Guass Round to the Back when moving forward) the mech might be knocked down less. The cost would be much like a Fusion reactor, A higher rating, higher cost, but better effects. Each house would have one of there best helmets, (IE Looks very cool and has a certain perk to it) But like before, there would have to be a fairly high price to pay to get it in the Black market, and no two helmets would work the same. Each would have a perk to them that made them stand out in a way.
all in all. it would take some time to implement, as in the team would have to add the effects, But with Community warfare near, it might be something worth looking into. The stats I've listed are just a reference, it'd be up to PGI to figure out base numbers and effects that heat would do to the pilot and what pro's and cons for each would do. Then there would be Cosmetic effects.
A good way to add the pilot right now, would be to have you make a custom pilot, and when in the main menu and have him/her working on there mech.
Keep this up guys! we got a Very good idea going. Lets get the Devs attention.
#22
Posted 18 May 2014 - 04:57 PM
Bobzilla, on 31 March 2014 - 11:32 AM, said:
Or better yet a mirror next to your PC focusing on you xD while you play lol
#23
Posted 28 July 2014 - 10:51 PM
#24
Posted 28 July 2014 - 11:43 PM
#25
Posted 29 July 2014 - 04:01 AM
Edited by Pras Atreides, 29 July 2014 - 04:01 AM.
#26
Posted 02 August 2014 - 09:02 PM
#27
Posted 18 January 2015 - 09:49 AM
#28
Posted 18 January 2015 - 11:35 AM
Knightshadowsong, on 14 May 2014 - 12:07 AM, said:
Well. Here's the continuation, First off, We all know that like today, many things are made by many different manufacturers. This would include Cooling vests. Each House/country/nation whatever, has there own standard for equipment, Some hand it out based on rank. or some based on how well they preform, each would have a certain cost based on what you would have to do for the house. Or, on the other hand, you could buy it on the 'Black Market' at a higher cost, but it would make it so that you have access to this tech.
example: Cooling Vest
Maker: House Karuta
Base Cooling: 1.5 per second
Cost: House/ Recruit gear
Black Market: 600M C-bills
Or.
Maker: FRR
Base Cooling: 1.94 Per Second
Cost House: Achievement of Captain
Black Market: 45.5M C-bills
As you can clearly see, the FRR one has better Cooling, but much higher cost. This idea gives way to making heat efficiency for Both the Mech and the pilot. As anyone who has read the books knows, the inside of a Mech's cockpit, is like sitting in a hot box in the desert. With better cooling for the pilot, extreme heat makes the pilots vision blur less, The mech gets too hot, the pilot might black out even for a few seconds (which can be lethal in a mech)
Next is Neural Helmets. The Key to the mech. which links the pilots balance scene to the Mech's Gyro. A higher rating or Better manufacturer would mean that the mech might shake less when hit by any fire, or be knocked down less if hit in certain area's with hard hitting weapons. (IE. Guass Round to the Back when moving forward) the mech might be knocked down less. The cost would be much like a Fusion reactor, A higher rating, higher cost, but better effects. Each house would have one of there best helmets, (IE Looks very cool and has a certain perk to it) But like before, there would have to be a fairly high price to pay to get it in the Black market, and no two helmets would work the same. Each would have a perk to them that made them stand out in a way.
all in all. it would take some time to implement, as in the team would have to add the effects, But with Community warfare near, it might be something worth looking into. The stats I've listed are just a reference, it'd be up to PGI to figure out base numbers and effects that heat would do to the pilot and what pro's and cons for each would do. Then there would be Cosmetic effects.
A good way to add the pilot right now, would be to have you make a custom pilot, and when in the main menu and have him/her working on there mech.
Keep this up guys! we got a Very good idea going. Lets get the Devs attention.
600 million ******* cbills?!
#29
Posted 18 January 2015 - 11:51 AM

#30
Posted 19 January 2015 - 12:56 PM
I see this is not a Role-playing game, but since we have 2 major factions (IS, Clans), it would be nice if PGI would care a bit more about this.
Especially when MWO goes Steam and attracts players who are not in the least familiar with the BattleTech universe.
Splitting your stuff:
Let us have 2 Pilots - 1 IS, 1 Clan - each with their own hangar.
You have to decide which of the both would be your preferred Pilot (for at least say... 3 months), and only that one could get contracts in CW.
You can still participate in CW with your other pilot, but will get no Loyalty Points at all (only cash and EXP).
You would also have to decide which of your pilots will get how much of your founds (C-Bills) and what modules, as you would have to split them and from now on every pilot earns his own GXP and own C-Bills.
Keep MC global though.
Salvage in CW would make sense (?):
In CW, there might (at some point in the game) be a chance to actually salvage Mechs and weapons from the other side, so as an IS-pilot you might end up owning a TimberWolf !... which, in order to work, needs to be repaired, so you would need to wait until the right components are salvaged... same with weapons... plus repair-costs.. you would have to spend MC or C-Bills to get that thing fixed.
->> Hey, PGI, here is a place to spend Loyalty points and cash.

(It should be not to common that such stuff could be salvaged, since you don't want the both sides to become to similar. So i suggest each pilot can have only a limited number of mechs from the opposing side in his inventory; he might end up buying special mech bays for his salvaged mech, but even those should be limited.)
Two different pilot trees:
You would have 2 different pilot trees from now on (1 for each pilot), but this would only aply to Mech- and Consumable- modules (weapons are already split between factions as both have different weapons; this will change however when the IS will have access to Clan weapons at some point in the game).
How do you manage that ?
Faction specific GXP, so you can unlock your IS-Modules only with IS-GXP ?
Do the players want to unlock all their modules AGAIN if they decide to have two pilots instead of just none (as of now) ?
(P.S.: one could imagine that - in case the IS-Pilot salvages a Clan mech - he will have to work on the Mech-Tree again, as he is the "wrong" pilot for this mech. So, each pilot will have his own Mech-Skill-Tree, too, which is not an issue unless you salvage a mech from the "other" side.)
Speaking of factions: a question for the TT-Veterans:
Do i get it right when i say that the Clans are more the Warriors with a sense of honor and the superior weapons - while the IS on the other hand have inferior weapons, but tend to fight more team-oriented and with dirty tricks up their sleeves (like C3 and all that stuff) ?
If this is the case, i think this should become part of the game.
(Casue of my question: I have read a lot about re-designing ECM, that we are missing real C3, etc. and am currently thinking about how to reconcile the entire ECM-issue, along with C3 (and the other Electronic warfare-stuff), the LRM-Issue aaand the IS vs. Clan-Balance-issue all in one go, without changing to much of the game mechanics. But unless i know for sure i am on the right track i will not invest any time here.)
Playerbase: Do want, or not ?
If PGi would make that an option, ok.
If you choose "no", everything stays at it is, but you won't be able to participate in CW with mechs from both sides - as you have no pilots to choose from (see above).
You also won't be able to salvage mechs and stuff.
So, essentially, having an own pilot for each side would/could be mandatory for participating in CW.
A lot of work for PGI:
On the other hand this would require PGI to redesign a lot of the current UI (i know PGI is on it, but are they willing to go that far ? How much of the re-work they had done would have to be re-done again ?)
Problem with player names:
Do you want the pilots to have individual names ?
If so, how do you identify a Player in the game ?
Show his account name (which is also our current player name) in brackets behind the pilots name ?
This all has to be considered.
Conclusion:
I feel it in my heart: this could add a lot of depth to the game and also help new players understand whats going on in the Inner Sphere, story wise

I can't tell you how exited i am about this idea right now!
This could be a totally new way of experiencing MWO.
If this means i would have to re-earn the Mech and Consumable-modules for the other pilote again, i will do it!
(Just make sure (if we have to split our stuff) this is only OPTIONAL for us players.)
(But really really take this into consideration, PGI - just take a look at World of Tanks and tell me how games like this could NOT have two factions. All big games revolve around factions. Currently MWO is just one big Hangar with different style mechs in it, and CW has just begun to bring the war back to MechWarrior.)
I might be totally wrong with all i have written.
In this case: forgive me to have wasted your time.
But something deep insight me tells me - this could be something to push MW:O beyond it's current state of being essentially Call of Duty with BattleMechs into the actual realm of Battletech.
I wonder what this something deep insight me is,and if it is lying to me or not.
... i hope it's not evil. O_O
#31
Posted 19 January 2015 - 04:27 PM
#32
Posted 24 January 2015 - 03:25 AM
If we were to have custom pilots I would want to be able to walk around my mech bays or something, otherwise what would be the point?
#33
Posted 05 March 2016 - 07:31 AM
Jam the Bam, on 10 April 2014 - 05:07 AM, said:
It would be nice to have a social avatar. Something that would appear on the forum, in a 3d MechWarrior Hiring Hall, or appearing next to a redone piloting skill tree..
#34
Posted 10 March 2016 - 08:49 AM
#35
Posted 19 March 2016 - 05:07 AM
Just kidding, now I am being dramatic.

Edited by Johnny Z, 19 March 2016 - 05:07 AM.
#36
Posted 30 June 2016 - 07:05 AM
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