Roadbeer, on 06 April 2014 - 07:59 PM, said:
Your views intrigue me and I would like to subscribe to your newsletter
People keep asking about that. Zhizhu even asked me to make one. I just might so I can field them all into one place.
A few things that have really interested me as of late include:
*Quadrupedal 'Mechs
*Convergence; specifically how the game would work without it for torso-based weapons.
*Mech-mounted turrets (Locust, Wolverine). I would have these track the "o" reticule with arms, and able to aim left and right regardless of arm type (arms that cannot aim left or right will not).
*Separate-able arm reticules. Optional ability to control them independently.
*Mechs that do not have twisting torsos; how would they suffer? How would they cope?
*Animation/movement-based accuracy; adjustments to the crosshair based on the mech's movements (example: when moving forward Firestarters lean forward, tilting their guns downward but otherwise are very steady at high speed. Coincidentally at slower speeds they have a vertical bounce to their arms. Commandos on the other hand barely have any bounce or movement at high speed. Ravens and Locusts however have an extreme full body bounce with every high speed step. Third person handles this pretty well, but first person makes every mech an impossibly sniper-ready mech at any speed.)
*Hand-mounted weaponry. Predesigned hand-carried weapon mounts with their own armor are known to exist. The Thunderbolt has a few of them. Wolverine is depicted with such a weapon.
*Vehicles.
*Civilian Grade Mechs.
*Pilot Ejection.
*Mech Quirks: (Using the Quickdraw: Hyper-extending actuators. The Quickdraw not only has rear-mounted weaponry but can flex its arms to shoot behind as well as in front. Its ankles are extra flexible allowing it to climb steeper slopes even without using its jumpjets.)
*Mech Flaws: (The same quirk above is also a flaw; the Quickdraw's ankle actuators are exposed and easily disabled.)
*Attachments: Looking at the Centurion's shield, and certain Sarna entries, I'm thinking that something could be done here.
*Armor concept: Removing the number 1 Battletech "Create A Mech"-Friendly rule that has obsoleted so many mech variants in MWO: Universal armor for weightclass. Instead using something that allows the upgrading of armor with set maximum armor tonnages, established per variant with the intention of keeping stock armor ratios between variants and mechs intact even when everyone is maxed. (Example: Stock armor tonnage + 3 tons = new max armor. A ton of armor is 32 points in MWO; a ton of Ferro is 36 points. A ton is a ton.
Example: 128 point armor Locust. 128/32 = 4 tons armor. Current max: 136. New max standard: 224. New max Ferro (4 tons = 144 + 3 tons = 252 max ferro. Interestingly enough, round Huginn's armor to the nearest half ton, and then figure tonnage based on Ferro and change it to standard; the Huginn has exactly the same armor as a Raven 2X. All heroes except Dragon Slayer fit perfectly with this concept.)
*Lore-based ACs (burst, autofire, damage over time).
*Weapon variants based on available lore and fluffed out with speculation.
*Equipment variants. (example, a Vlar 300-rated XL engine isn't actually the same thing as a Hermes 300-rated XL engine. This brand jumpjet is better for this, but that brand jumpjet is better for that.)
*Proper ECM with a huge emphasis on the Information Warfare design pillar that was abandoned by PGI. Ghost targets. Denies target information but does not block locks.
*True to lore LRMs, SRMs, MRMs, and Streaks.
...This has been only a few things.. and lately.