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How Would You Fix Mwo Gameplay In 2014?

Gameplay

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#1 Alistair Winter

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Posted 04 August 2014 - 08:36 AM

Bear with me, please.

There's a lot of issues with the game that people often bring up as negatives. Generally, anyone who complains about ghost heat, jump jets, underpowered light mechs or P2W in their post, will get loads of likes and "This." or "+1" posts. But I'm not convinced that we all have the same solutions to the problem.

I'm not bringing this up because I think we can agree on something together, and then PGI will listen and fix the problem. This is purely an academic exercise, like Star Wars fans talking about what George Lucas should have done with the new trilogy.

Here's what I'm hoping you'll give me:
- A list of 3-5 gameplay issues you consider a problem
- A solution for each of these issues. Short and concise.
- Don't write anything about Community Warfare, MC prices, server lag, HSR, map design, game modes, etc. Yes, they all affect Gameplay, but for the sake of argument, let's stick to this one element.
- Try to resist the urge to write a short, sarcastic response for the easy lols.

I generally tend to find that there's a large group of people on the forum that I agree with in almost every discussion about MWO problems, but to be honest, I'm not really sure if we'd all agree if we tried find solutions to fix the gameplay. Here's my suggestion:

Spoiler


I hope there are still some people left with the energy left to explain their views, even after all this time ;)

Edited by Alistair Winter, 04 August 2014 - 08:41 AM.


#2 wwiiogre

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Posted 04 August 2014 - 08:46 AM

My first choice would be to get rid of consumable modules completely except for those per role warfare.

Scout mech could have uav, commander mech (with command console) could have arty/air.

Coolshot would be abolished as it is a blasphemy to lore/canon

ECM would no longer ever hide a mech. It would just make it take longer to lock on. Say 6 seconds, less with tag, bap, command console or narc. But no more hiding period. In lore all ecm really did was cancel all bonuses for tag/narc/artemis.

If ECM used the ghost target ability it could make it harder to hit the mech. But since that is impossible using fps, then making it take longer to lock on is the obvious choice. In lore Bap made ghost targeting less effective, command console was better than bap against ecm/ghost targets. So there is your answer. ECM mech needs 6 seconds to target, same for any other mechs covered by target. A mech with bap only needs 4 seconds to target ecm covered mechs. With command console only need 2 seconds. Then have modules that can decrease the time by half a second then upgraded a whole second.

This is better than what we have. Narc and tag would immediately cancel ecm. Artemis would have no effect against ecm. And would need bap, narc, tag, command console to decrease time to lock missiles.

those are some of the things that need changing.

Chris

#3 Nothing Whatsoever

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Posted 04 August 2014 - 11:25 AM

1) Fix Heat Capacity.

I've been leaning towards setting a Universal Heat Capacity to 30 with dynamic heat effects based on heat retained over time.
With the original, building excess heat would cause problems, so we should see issues within MWO too.

Here is a table showing what I was looking at:
Spoiler


With such a change, I'd like to look to increasing dissipation, but we need to start with Capacity first.



2) Fix Lock-On, in Relation to ECM (Making it an independent system)

If we can at least make Lock-Ons independent of ECM's cloak, that could be a good start for both Clan and IS. But that would need to include changes to how locks work.

Here's what I'd look at:

With ECM specifically:
ECM no longer prevents locks or slows them down.
Still works against Artemis, and canceling out other spread reducing bonuses.
It will continue to obsure the HUD and deny a Paper Doll (HTAL, hopefully in the future) as it currently functions.
TAG, NARC, PPC shot can reveal a Target, filling the Magic Dorito for Allies and the Paper Doll info just as currently can happen.

Then for the Lock-on mechanism (making it independent):
Holding the reticle/crosshair on a target long enough brings up the 'Lock-On set' reticle independently.
No longer need to acquire a Target lock with the default 'R' with Line of Sight on Target.
ECM no longer blocks locks if player can hold reticle/crosshair on target with Line on Sight on Target.
Target Decay and Radar Deprivation will still be able to modify Target Retention for Locks.
Showing the Paperdoll of a Target should be a separate (independent) mechanism from Locks.
Indirect Fire Lock-On needs a Target to be TAG'ged, NARC'd, and/or revealed by a UAV.



3) Convert all Mech Tree efficiencies into Modules and adjust values

This way we can keep what has been worked on (Grinded) in the current 'Skills' Tab, but we would need to choose between them to see what will be improved on the mech. By having to make such choices on what will be used in a match, the devs can still add more quirks and continue adding to that particular system.



4) Fix LRMs and improve SRMs

With LRMs, I'd look to bring the missile count from 180 back to 120 (and make them 1 damage per missile), then at least bring the cooldown on all of them (from 5 to 20) to 6.67.

Next, I'd apply a modified SSRM 'bone' Targeting system to how they hit so that the spread is more efficient and CT coring is reduced.

Then increase missile speed. After that if they are 'under' powered, then I'd see about testing a fire, lock, and forget style for LRMs.

With SRMs, I'd apple the SSRM 'bone' Targeting system, but like LRMs allow them to fire without a lock. Then boost missile count to 120 missiles to help lights and mediums.



5) Increase the number of Modules (while decreasing prices) to have another method to dynamically customize our mechs. And allow Equipment to increase the available slots to mount Modules

Adding to point #3, I'd continue adding new 'modules' such as, Counter Battery, Radar Decoy and so on, and convert some existing gear to the module system, such as needing to slot Night Vision and Thermal Vision. (I'd also make TAG have it's own unique Hardpoint, like AMS and ECM, so that it doesn't occupy an Energy Slot.)

This way, different modules will be set in different categories and would be restricted to particular slots from different pieces of equipment.

Want to have a global impact, mount TAG or Command Console to mount a Counter Battery module to increase strike cooldown. Want to call artillery mount TAG or Command Console.

Want to trick the enemy with a false radar blimp mount ECM for the Radar Decoy.

Want to use a UAV, mount BAP to be able to slot it for a match and to be able to use the module to modify the UAV. Want to use Seismic, mount BAP.

Want to build an agile brawler, then utilize the newly converted Mech Tree Efficiencies boost your mech over increasing Radar Range, mounting a Vision module or a sensor.

With enough affordable choices, we can then build better dynamic Roles, with further adjustments to default values, and how much the default values get boosted by the choices made with modules.

With synergies from more Mech Quirks and we could see something like the SDR-5V currently being useless, to being invaluable for Recon-based quirks that could increase sensor range so that it can spot at extended ranges.

Or have a Jenner remain the ultimate Speedy Striker, but weak as a spotter and so on.

Here was a mock-up I made recently, so it still needs plenty of refinement, but is more or less what we could see in the future with the idea I'm trying to describe in #5.
Spoiler

Edited by Praetor Knight, 04 August 2014 - 11:31 AM.


#4 Alistair Winter

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Posted 05 August 2014 - 12:12 AM

View PostPraetor Knight, on 04 August 2014 - 11:25 AM, said:

1) Fix Heat Capacity.
I've been leaning towards setting a Universal Heat Capacity to 30 with dynamic heat effects based on heat retained over time.
With the original, building excess heat would cause problems, so we should see issues within MWO too.
Here is a table showing what I was looking at:
With such a change, I'd like to look to increasing dissipation, but we need to start with Capacity first.

That's a good one. I totally forgot about the way heat worked in TT. Would definitely like to see more of that MWO to punish the high burst damage builds.

View PostPraetor Knight, on 04 August 2014 - 11:25 AM, said:

Then for the Lock-on mechanism (making it independent):
Holding the reticle/crosshair on a target long enough brings up the 'Lock-On set' reticle independently.
No longer need to acquire a Target lock with the default 'R' with Line of Sight on Target.
ECM no longer blocks locks if player can hold reticle/crosshair on target with Line on Sight on Target.
Target Decay and Radar Deprivation will still be able to modify Target Retention for Locks.
Showing the Paperdoll of a Target should be a separate (independent) mechanism from Locks.
Indirect Fire Lock-On needs a Target to be TAG'ged, NARC'd, and/or revealed by a UAV.

I like this too. I'd also like for it to be more difficult to get locks. It should take more skill, but be more effective when you do get the lock. Right now, LRMs are easy to use, but not terribly effective unless the target is NARC'd or in a position without cover or ECM. It's a kind of noob tube, a weapon anyone can use to get an average score, or even a very good score, if they have good support from their team. I'd like to make LRM boats be more challenging and fun to play, not just something you park at a distance to lob rockets like some artillery bot.

View PostPraetor Knight, on 04 August 2014 - 11:25 AM, said:

4) Fix LRMs and improve SRMs
With LRMs, I'd look to bring the missile count from 180 back to 120 (and make them 1 damage per missile), then at least bring the cooldown on all of them (from 5 to 20) to 6.67.
Next, I'd apply a modified SSRM 'bone' Targeting system to how they hit so that the spread is more efficient and CT coring is reduced.
Then increase missile speed. After that if they are 'under' powered, then I'd see about testing a fire, lock, and forget style for LRMs.
With SRMs, I'd apple the SSRM 'bone' Targeting system, but like LRMs allow them to fire without a lock. Then boost missile count to 120 missiles to help lights and mediums.

I didn't think CT coring was still a problem. I've not noticed it. But then, Streaks aren't too popular anymore either. They suffer from the same problem as LRMs. Easy to use, low reward. Instead of a random spread, I'd like to see them being harder to use, but having no damage spread and hitting exactly the component you're aiming at. Right now you just need to hover the reticule somewhat near your target, and you'll get a lock. That's too easy, IMO. It also makes SSRMs too good as point defence for slow assault mechs. It's not a big loss to mount 3-4 SSRMs on a heavy / assault mech to scare away light mechs, unfortunately.





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