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Cw, Rr, Pilot/weight Limitation Ideas: How Would You Set It Up

Gameplay Metagame Balance

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#1 Alex Morgaine

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Posted 15 July 2014 - 08:26 PM

So, we're still waiting and hopeful (I hope) for community warfare, but we really don't know what it'll consist of yet, right? So what do you think would work for this game without blowing balance or kill the interest with the general crowd?
I thought up some simple ideas for weight/mech allowance, and an addition to the original RR that beta had that might help alleviate the "XL engine cash suck" problem and "boat ammo never reload issue" it had.
First, weight limitations per pilot. My idea is a simple "x tons per person" theory, about 150 at my current thinking. Enough for 2-4 decent mechs, or one assault and a few lighter mechs. But what if you have space left over? Lets say I pack a raven, cicada, and catapault. 35, 40, and 65 is 140 tons. Ok lets let the pilot pack additional "spare parts" at a price/ton, say 25k for S&G. Ok, 250 k later I have ten tons of essentially RR tonnage, to be used instead of cbills to repair anything: structure, armor, maybe a light xl engine?
The idea allows the pilot to not have the woes cb RR had, while allowing the system to function. Say you have a 15.5 ton xl engine half blown up (center cored, 6/12 slots so 7.5 tons) well you can fix up the engine and maybe a half ton for structure to get the mech running.
Easy way to cheap on the repairs? Maybe have it cost a little mc. Make it so swapping active mech tonnage costs mc, and make the spare parts restore ove x te, maybe an hour? Its got holes but well theres a community to mock it or offer ways to make it work. Anyone have ideas to add to it? Does this need to go to a different forum?





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