

Pilots unlocking special 'mech equipment
#1
Posted 16 November 2011 - 03:27 PM
For example:
Scout:
-- NARC Beacons, makes target acquisition easier for homing missiles.
-- ECM Suite, disrupts radar.
-- Higher maximum jump jets, for more mobility.
Commander
-- C3 Master System, relays radar data between 'mechs.
-- TAG system, one-use system for laying minefields.
-- Advanced Radar System, for more intel.
Assault
-- Mine Detector
-- Higher max ammunition stores
-- Higher max heat sinks
It'd really depend on how they're doing customization, but it would be a nice way to encourage people to play their given roles.
#2
Posted 16 November 2011 - 03:31 PM
Melissia, on 16 November 2011 - 03:27 PM, said:
As long as it doesn't make your character a one class player, I'm fine with it. Encouraging to play their roles by denying them acess to other mech classes would be plainly bad, though.
#3
Posted 16 November 2011 - 03:37 PM
Edited by Melissia, 16 November 2011 - 03:37 PM.
#4
Posted 16 November 2011 - 03:40 PM
(I think you could MAYBE mod a Jenner D to mount like 2 PPCs, by the way)
Edited by Captain Fabulous, 16 November 2011 - 03:40 PM.
#5
Posted 16 November 2011 - 03:44 PM
#6
Posted 16 November 2011 - 03:51 PM
#7
Posted 16 November 2011 - 04:16 PM
#8
Posted 16 November 2011 - 04:32 PM
Captain Fabulous, on 16 November 2011 - 03:51 PM, said:
My suggestion has nothing at all whatsoever to do with 'mech weight.
Ugh...
Edited by Melissia, 16 November 2011 - 04:32 PM.
#9
Posted 16 November 2011 - 06:50 PM
Melissia, on 16 November 2011 - 04:32 PM, said:
My suggestion has nothing at all whatsoever to do with 'mech weight.
Ugh...
You said pilot class (scout, assault, etc.) Generally, these would line with what mech you're actually going to pilot. Assault pilots would probably drive assault mechs. And weight/pilot class aside, my point still stands.
#10
Posted 16 November 2011 - 07:29 PM
#11
Posted 16 November 2011 - 11:09 PM
Captain Fabulous, on 16 November 2011 - 06:50 PM, said:
Where did you get the idea that an assault pilot by default pilots an assault mech?
The term assault has nothing to do with what class of mech you pilot but rather the role you play in the lance.
The assault class here is the offensive role, and could just as well be a light or medium mech as an assault mech.
With the exception of the scout having the mine detector, I honestly dont see what your point has with the idea.
This has nothing to do with weapon loadout, but rather special equipment such as ECM, BAP, C3 and so forth.
He is talking about specialized equipment for designated classes.
You have become too focused on the example rather then the actual idea.
Edited by Dragonlord, 16 November 2011 - 11:12 PM.
#12
Posted 17 November 2011 - 03:02 AM
Captain Fabulous, on 16 November 2011 - 06:50 PM, said:
Why couldn't a scout class, for example pilot drive a 90t Cyclops? It has room for advanced equipment, it has higher than average top speed, and excellent jump jet capacity. A good cyclops pilot could use the special equipment of the scout class to set up a vicious ambush against any lighter 'mech-- imagine chasing a light 'mech into an ECM field and then finding out OH CRAP the ECM'S ON A NINETY TON ASSAULT MECH! Especially if it's kitted out for short to medium range firepower, maximizing its damage potential A 55t Bushwacker BSW-L1 could provide nasty results for an ambush too with its short-ranged firepower (an LB-X AC/20 the prize piece) and its jump jets and speed having an advantage over picking the hunchback for the same purpose. Sure, the stereotypical "scouting" mech is a 35t jenner or raven, but still, doesn't mean other 'mechs can't make use of the scout-type equipment.
And there's no reason Command would be limited to light, medium, heavy, or assault mechs-- all of them have possibilities for use. Light 'mechs like the raven could be useful to the commander pilot for their ability to get out of harms way or react quickly to situations that show up on their C3 master computer, while a medium or heavy could be useful for their versatility, and an assault useful for its raw firepower and durability, providing fire support as they try to coordinate the lance. A 45t Shadow Cat would be useful for its gauss cannon's extended range combined with its speed and jump jets-- allowing it to react quickly and lend fire support at extreme ranges to its comrades. And the aforementioned 90t Cyclops would also be useful, as it was MADE for commanders anyway-- extended radar range, room for support equipment, and decent firepower at all ranges. The 55t Bushwhacker also has a nice set of weapons for a commander pilot with its mid-ranged AC/10 and its long-ranged ER large laser and twin LRM-5s.
Edited by Melissia, 17 November 2011 - 03:22 AM.
#13
Posted 17 November 2011 - 03:58 AM
#14
Posted 17 November 2011 - 04:29 AM
-- Scout uses ECM and extra jump jets to enhance mobility, and equipment like NARC to tag enemies for other players to target with their missiles.
-- Command uses BAP and C3 Master Computer (with the other members having C3 Slave Computers) to coordinate the other members of the lance, and uses things like TAG to call down a small minefield to further help support the team.
-- Support meanwhile uses its enhanced ammo capacity and extra max heat sinks to add raw firepower to the lance, and along with Scout and Command supporting it, would be the lance's heavy hitter.
So let's make two examples:
Example 1: A fight in a hilly area
-- Raven driven by a Scout
-- Catapult driven by an Assault
-- Catapult driven by an Assault
-- Cyclops driven by a Commander
The Raven uses its ECM and jump jets to get in position, and marks the most important enemy target with NARC for LRM bombardment to start off the match. The Cyclops keeps track of nearby enemy targets with its BAP and C3 computer linking up with the Raven's radar to get a picture of what the Raven sees) and fends off lights/mediums attacking the catapults, coordinating fire from the catapults against them while the Scout acquires another target for them.
Example 2: A large forest clearing surrounded by hills.
-- Cyclops driven by a Scout
-- Jaegermech / Rifleman driven by an Assault
-- Jaegermech / Rifleman driven by an Assault
-- Wolfhound WLF-2H driven by a Command, modified to take a C3 Master and a BAP.
The Cyclops uses its ECM, the hills, and the forest as cover to move around to ambush the enemy's long-ranged 'mechs, while the two Jaegermechs/Riflemen take up strong firing positions with their long ranged weapons. The Wolfhound moves between hills and check for flankers, while taking pot shots with its PPC at enemies that try to get too close along with directing fire from the Jaegermechs/Riflemen at the enemy. Its BAP and C3 Master Computer are best used close to the Jaegermechs/Riflemen, where it can move to detect any ambushers or flankers and coordinate its lance to respond accordingly.
Of course, I'm sure others are much mroe creative than I when it comes to team setups (and each terrain would require something different!), but you can get the idea on how the various pilot classes would work together like this, without restricting any weapon or 'mech from any pilot type.
Edited by Melissia, 17 November 2011 - 04:34 AM.
#15
Posted 17 November 2011 - 05:41 AM
Personally, I don't really think we should have specific classes that we get locked into. I'd rather the skill tree have branches that improve broad aspects of our pilots that benefit our playstyle, but still let us effectively pilot most of the mechs out there. I also can't agree with having to unlock equipment in our pilots, improve maybe but there shouldn't be a restriction.
Edited by gilliam, 17 November 2011 - 05:45 AM.
#16
Posted 17 November 2011 - 06:05 AM
Do you propose that any electronics from 1 "class" be exclusive from another?
#17
Posted 17 November 2011 - 07:21 AM
Dunno how an experience system could be added and work with this though, I'd hate to have outright better equipment unlocked. That'd have to really try hard to balance it out (Relic tried this route with DoW2's Last Stand gamemode, it was fun, but took a lot of patches to balance and stil needs more).
#18
Posted 17 November 2011 - 08:13 AM
I.E a Raven is classified as a scout 'Mech. Someone who customizes its load out may choose to remove the scout electronics in favor of more weapons/ammo/heat sinks but an Atlas classified as an assault 'Mech can't remove armor in order to fit recon specific electronics.
*EDIT*
To expand on this, several chassis may be capable of multiple roles. So a Stalker could be classified as a support/command 'Mech. Capable of carrying either support equipment like TAG or BAP or command equipment (whatever is included in that list)
Edited by }{avoc, 17 November 2011 - 08:15 AM.
#19
Posted 17 November 2011 - 08:56 AM
}{avoc, on 17 November 2011 - 08:13 AM, said:
My method controls it far better anyway. Heck you can outfit a Raven to be a light attack 'mech. The RVN-4Lr for example isn't a scout, it's basically a scout-hunter, intended to take down light scouting 'mechs with its MML-7 (with ArtemisIV targeting), 3 medium lasers, and Stealth Armor. That's something an Assault class would use, as it gives up some of its scouting abilities to have the extra firepower. And then there's the Men Shen, a 55 ton raven on steroids-- the MS1-A for example has an LB-X AC/10, and three medium lasers along with a TAG, a rather respectable amount of firepower for a mech of its weight and speed (actually greater max speed than the Raven in fact due to MASC, and even without MASC it equals the Raven's speed). It could fit any of the three classes as well. So could the Shadow Cat.
Almost all 'mechs have variants that can fit any of the three classes, especially if you don't think of scout as "scout and only scout and nothing else" but instead "scout and ambusher". Removing these would really just dumb the game down, making i worse. I prefer the idea of giving each class a benefit instead of removing options entirely, especially when it involves iconic 'mechs which people have different opinions on...
Edited by Melissia, 17 November 2011 - 09:02 AM.
#20
Posted 17 November 2011 - 09:15 AM
Melissia, on 17 November 2011 - 08:56 AM, said:
My method controls it far better anyway. Heck you can outfit a Raven to be a light attack 'mech. The RVN-4Lr for example isn't a scout, it's basically a scout-hunter, intended to take down light scouting 'mechs with its MML-7 (with ArtemisIV targeting), 3 medium lasers, and Stealth Armor. That's something an Assault class would use, as it gives up some of its scouting abilities to have the extra firepower. And then there's the Men Shen, a 55 ton raven on steroids-- the MS1-A for example has an LB-X AC/10, and three medium lasers along with a TAG, a rather respectable amount of firepower for a mech of its weight and speed (actually greater max speed than the Raven in fact due to MASC, and even without MASC it equals the Raven's speed). It could fit any of the three classes as well. So could the Shadow Cat.
Almost all 'mechs have variants that can fit any of the three classes, especially if you don't think of scout as "scout and only scout and nothing else" but instead "scout and ambusher". Removing these would really just dumb the game down, making i worse. I prefer the idea of giving each class a benefit instead of removing options entirely, especially when it involves iconic 'mechs which people have different opinions on...
Then what would stop people from putting fire-support, recon, and assault capabilities all in 1 package? What is the point of choosing a chassis if the only difference is aesthetic and any chassis could fit any role?
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