Not a great idea.
Instead, give a more thorough set of tutorials. We have the basic movement tutorial. We need a basic combat tutorial (weapon groups, heat, lock-on weapons, etc.), advanced combat tutorial (arm v torso weapons, firing while moving, firing at moving targets, NARC, TAG, etc.), and class-specific tutorials (one each for light, medium, heavy, and assault).
Give a reward for each tutorial you finish (1 mechbay per weight class tutorial, 2.5 million c-bills for each other tutorial, plus a one-time bonus of 5 million c-bills and 5k GXP for finishing every tutorial).
Doing these things will encourage people to learn basic mechanics of gameplay, as well as some of the fundamentals of mech piloting (tailored to each specific class of mech).
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Unlocking Weight Classes
Started by , Jul 04 2014 01:22 PM
6 replies to this topic
#1
Posted 04 July 2014 - 03:27 PM
#2
Posted 05 July 2014 - 06:32 AM
The biggest problem with unlocking lights and assaults is that some people are only really good at or interested in a single weight class, and forcing them to play something else will just cause them to leave the game. Since in multiplayer free to play games players are content, that's tantamount to cutting content.
The tutorials could well be longer, especially the more advanced ones (advanced combat, each weight class, etc.). For lights, the most basic concepts are things like how to use your JJs (or, lacking JJs, how to maneuver over terrain without constantly knocking your own legs off), always be moving, use ECM to shield allies, etc. For assaults, the most basic concepts are things like protecting your team, spearheading assaults, paying attention to your flanks and rear, and how to maneuver to counter enemy fast-movers.
Even those most basic of piloting concepts would be enough to give people a much more solid idea about the skills they need to develop, even if it doesn't encompass sufficient practice in itself. Half the point of a tutorial isn't training so much as telling the player what they will need to learn to succeed.
I'd even be fine with forcing a player to use only Trial mechs in a weight class until they've run through the appropriate tutorial. There should also be a new-player-only queue, for anyone with fewer than 25 drops in a weight class (so even a veteran light driver who has never touched an assault would need to do his 25 drops in the new player queue to get a feel for the assault before he opens up regular play).
The tutorials could well be longer, especially the more advanced ones (advanced combat, each weight class, etc.). For lights, the most basic concepts are things like how to use your JJs (or, lacking JJs, how to maneuver over terrain without constantly knocking your own legs off), always be moving, use ECM to shield allies, etc. For assaults, the most basic concepts are things like protecting your team, spearheading assaults, paying attention to your flanks and rear, and how to maneuver to counter enemy fast-movers.
Even those most basic of piloting concepts would be enough to give people a much more solid idea about the skills they need to develop, even if it doesn't encompass sufficient practice in itself. Half the point of a tutorial isn't training so much as telling the player what they will need to learn to succeed.
I'd even be fine with forcing a player to use only Trial mechs in a weight class until they've run through the appropriate tutorial. There should also be a new-player-only queue, for anyone with fewer than 25 drops in a weight class (so even a veteran light driver who has never touched an assault would need to do his 25 drops in the new player queue to get a feel for the assault before he opens up regular play).
#3
Posted 05 July 2014 - 07:14 AM
Terrible idea. Refer to my guide for free players.
A new player needs all weight classes available just to figure out what kind of pilot he is in the first place.
A new player needs all weight classes available just to figure out what kind of pilot he is in the first place.
#4
Posted 08 July 2014 - 01:09 PM
-1
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