

Adding Character Development To Mwo
#21
Posted 23 December 2014 - 12:32 PM
#22
Posted 30 January 2015 - 07:47 AM

#23
Posted 26 February 2015 - 09:31 AM
Not sure if any of you have played BF2142 but they had a nifty skill system that was based on what class you decided to play at the time. So if you were playing a scout there was a tree for that. You weren't locked into something though and it would take at least 100 hours of play to unlock everything.
I guess I envision something similar.
#24
Posted 26 February 2015 - 09:37 AM
#26
Posted 25 March 2015 - 07:16 AM
#27
Posted 03 May 2015 - 06:33 AM
Lots of opportunity for other revenue streams here.
#28
Posted 03 May 2015 - 10:25 AM
I too thought this game would be more along these lines than the current implementation. I really wanted to be a Scout in this game, but the way it stands, it's just barely feasible.
#29
Posted 26 May 2015 - 03:19 PM
How many people are really into grinding out a small damage buff. They exist but do they exist in numbers that can support a game.
Games like planet sides 2 have more depth then this game and a COF as well. Something a system like this would directly affect and reduce to sniper level accuracy in a short time. Providing a great sense of progression for effort invested.
#30
Posted 27 May 2015 - 02:37 AM
RPG elements could be added in a social manner, by adding animated avatars that would be customizable, and would appear in the huds and cockpits of the mechs. So for instance, I could have, say, a bald face, with blue eyes, dark skin and a jade falcon tatoo on it, and when I use VOIP, it would appear on the hud's of those to whom I'm talking to (team, lance, all).
This would add to the realism, inter-faction trash-talk, and general feel for the game, and of course, there would be some basic options for customizing these avatars, but the cool stuff would be MC only..
This would also be usefull later on when and if PGI implements PVE content. Also, it would make my Celebrity idea really come to life...
For the celebrity idea see: http://mwomercs.com/...action-leaders/
Edited by Vellron2005, 27 May 2015 - 02:43 AM.
#31
Posted 05 June 2015 - 08:02 PM
#32
Posted 22 July 2015 - 10:58 PM
#33
Posted 23 July 2015 - 04:06 AM
The game needs more depth all round
#34
Posted 05 August 2015 - 01:34 AM
go with a deck system like a pilot deck.
C-Bills can get you a random pilot ranging from common 100% to rare 35% with a 1% chance of a very or super or ultra rare pilot card
MC, multi tier amount, can get you a random pilot ranging from rare pilot 100%, next tier get you very rare pilot 60%, next tier up super rare pilot 40%, next tier up ultra rare pilot 10%
all pilot cards come with random specialties / quirks
common to uncommon 1 specialties or quirks
rare 2 specialties or quirks
very rare 2 specialties and 1 quirk
super rare 2 specialties and 2 quirks
ultra rare 3 specialties and 3 quirks
obviously rare to ultra rare pilot cards are canon pilots in the lore
all pilot cards gain pilot exp and once leveled the specialty and or quirk goes up
There are caps to how far the specialty and quirks go up
added bonus to rare to ultra rare pilot cards - pairing them with the mechs they used during their lifetime in the lore, exact mech with exact loadout and exact camo will boost mech performance and have the quirks that were present at the time the known pilots piloted them.
simple drag and drop pilot to mech.
here is the kicker a headshot death will result in pilot card loss
number of pilot cards is no limit, granted you must "buy" quarters for them to hold the numbers you have.
#35
Posted 05 August 2015 - 04:37 AM
Tiberius Augustus, on 05 August 2015 - 01:34 AM, said:
go with a deck system like a pilot deck.
C-Bills can get you a random pilot ranging from common 100% to rare 35% with a 1% chance of a very or super or ultra rare pilot card
MC, multi tier amount, can get you a random pilot ranging from rare pilot 100%, next tier get you very rare pilot 60%, next tier up super rare pilot 40%, next tier up ultra rare pilot 10%
all pilot cards come with random specialties / quirks
common to uncommon 1 specialties or quirks
rare 2 specialties or quirks
very rare 2 specialties and 1 quirk
super rare 2 specialties and 2 quirks
ultra rare 3 specialties and 3 quirks
obviously rare to ultra rare pilot cards are canon pilots in the lore
all pilot cards gain pilot exp and once leveled the specialty and or quirk goes up
There are caps to how far the specialty and quirks go up
added bonus to rare to ultra rare pilot cards - pairing them with the mechs they used during their lifetime in the lore, exact mech with exact loadout and exact camo will boost mech performance and have the quirks that were present at the time the known pilots piloted them.
simple drag and drop pilot to mech.
here is the kicker a headshot death will result in pilot card loss
number of pilot cards is no limit, granted you must "buy" quarters for them to hold the numbers you have.
Keep in mind, this was written before mech quirks were introduced. At the time, a full 10% boost wouldnt have been considered OP, and would have cost 5 mil GXP to reach it. Coupled with the quirk system we have today, it would make a mech/pilot OP.
I dont like the idea of 'cards' or 'decks'. To reminiscent of Magic and other deck building games. Thanks for the feedback though.
#36
Posted 05 August 2015 - 07:16 AM
Have less issues with speed skills etc, cause that can be explained by pilot becoming more attuned to mech hardware and being eble to disengage few safeties in DI Computer / Battle Computer.
But, for instance pilot suddenly making the AC20 shot to deal 22 points of damage does not make sense to me.
I like the discount skills. Those actually make sense (pilot gets to know good suppliers and engineers).
#37
Posted 06 August 2015 - 05:12 AM
#38
Posted 11 August 2015 - 03:02 PM
gloowa, on 05 August 2015 - 07:16 AM, said:
Have less issues with speed skills etc, cause that can be explained by pilot becoming more attuned to mech hardware and being eble to disengage few safeties in DI Computer / Battle Computer.
But, for instance pilot suddenly making the AC20 shot to deal 22 points of damage does not make sense to me.
I like the discount skills. Those actually make sense (pilot gets to know good suppliers and engineers).
The upped damage is more about gunnery and shot placement. A German '88' did the same amount of damage within its primary weapon range. But when used by Baltahasar Woll (Walt Wittmann's gunner) for example, the weapon becomes more formidable. Instead of just shooting a KV-1, he would aim for the 'mantle trap' under the barrel of the enemy tank.
In essence, he knew where to place the shots more effective, where they would do the most catastrophic damage, thereby making him more lethal. Hard to replicate here, escpecially with fixed damage values.
Appreciate the feedback though.
#39
Posted 21 August 2015 - 09:37 PM
after looking for a good example...
Armored warfare has a character system persey that fits this topic...
http://aw.my.com/us/...rews-commanders
ignore the tank crew as what they do individually take what they have to offer as a base for common mechwarrior pilots and the commanders as a base for rare to lore hero mechwarrior pilots.
#40
Posted 27 August 2015 - 07:03 PM
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