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Adding Character Development To Mwo


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#21 Zephonarch II

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Posted 23 December 2014 - 12:32 PM

This might come early in the new year. My hopes are up anyways.

#22 Vandul

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Posted 30 January 2015 - 07:47 AM

I wish, unless you know something I dont. ;)

#23 Nori Silverrage

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Posted 26 February 2015 - 09:31 AM

Not a fan of skills increasing damage as I think a AC20 should do 20 damage. But otherwise I think this looks great.

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 Triordinant

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Posted 26 February 2015 - 09:37 AM

All that is what I thought the game was supposed to be in 2012...

#25 Vandul

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Posted 25 March 2015 - 03:15 AM

View PostTriordinant, on 26 February 2015 - 09:37 AM, said:

All that is what I thought the game was supposed to be in 2012...


Would have been nice indeed.

#26 AkoolPopTart

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Posted 25 March 2015 - 07:16 AM

Thats what fanfiction is for.

#27 Vandul

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Posted 03 May 2015 - 06:33 AM

This would also be a great way to allow players with both IS and Clan mechs in their stables to play faction CW without having alt accounts, split assets, etc...

Lots of opportunity for other revenue streams here.

#28 Mark of Caine

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Posted 03 May 2015 - 10:25 AM

You could go even further and scrap the entire Module and Mech XP Tree systems and implement them into the various skill trees. Would also love to see a Scout centric skill tree as well in your proposal. Would also love to see a more defensive skill tree, such as damage mitigation, say up to [5]% at max level. Would give players who prefer defending objectives a small edge in that capacity.

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 Tombstoner

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Posted 26 May 2015 - 03:19 PM

I applaud the effort and i think this is what PGI was going for but realized early on its more effort then its worth.
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 Vellron2005

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Posted 27 May 2015 - 02:37 AM

As a BIG advocate of role playing (i play RPG's, tabletops and such on a regular basis), I think that MWO does not need rpg elements, at least not in the terms of adding skills and more things that could balance / disbalance the game.

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 LordKnightFandragon

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Posted 05 June 2015 - 08:02 PM

This shoulda been all along.....Character development, quirks from the pilot, some quirks for the mech, that is where the grind shoulda been, not in the 2K cbills for a 800 dmg, 4k, 8a surviving victory....then needing 80 million just for 3 mechs, then needing about 15million more to kit them out and another 18 million if you want modules, along with 15K GXP....

#32 Inflatable Fish

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Posted 22 July 2015 - 10:58 PM

I'd be perfectly content with just the cosmetic side of this. a customisable avatar people could identify you by would go a long way in terms of immersion.

#33 Greyhart

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Posted 23 July 2015 - 04:06 AM

This I think would work well on making money and adding to the game.

The game needs more depth all round

#34 Tiberius Augustus

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Posted 05 August 2015 - 01:34 AM

issues with the way character development explained on this post will make em overpowered....

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 Vandul

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Posted 05 August 2015 - 04:37 AM

View PostTiberius Augustus, on 05 August 2015 - 01:34 AM, said:

issues with the way character development explained on this post will make em overpowered....

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 gloowa

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Posted 05 August 2015 - 07:16 AM

This is an interesting idea, but i have one issue with it. Abilities like "bonus damage" etc. Gameplay aside, how exactly is the pilot increasing the damge? Using telekinesis to speed up AC20 projectile? Psi to increase number of photons in laser beam? I already dislike the existing mech skills (IMO hardware should always perform the same in same conditions).

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 Johnny Z

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Posted 06 August 2015 - 05:12 AM

+1 for character development.

#38 Vandul

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Posted 11 August 2015 - 03:02 PM

View Postgloowa, on 05 August 2015 - 07:16 AM, said:

This is an interesting idea, but i have one issue with it. Abilities like "bonus damage" etc. Gameplay aside, how exactly is the pilot increasing the damge? Using telekinesis to speed up AC20 projectile? Psi to increase number of photons in laser beam? I already dislike the existing mech skills (IMO hardware should always perform the same in same conditions).

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 Tiberius Augustus

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Posted 21 August 2015 - 09:37 PM

*bump*

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 Vandul

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Posted 27 August 2015 - 07:03 PM

Once the new balance passes are rolled out, I may revisit this to bring it in line, without making it too nasty.





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