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Modules Customization: Curse Or Blessing?

Module Balance Gameplay

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#1 Sarlic

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Posted 08 August 2014 - 12:28 AM

Greetings,

This needs to brought to attention.

I find the specific roles you can play as a Battlemech has no clear, crisp or red line. What role(s) can you take as a scouter with which certain modules, consumables and weaponupgrades (Added last patch.)

Posted Image

And why the two consumables slots? A post says it all: Posted Image

Let me start with modules and roles.

The design
To me personally; the current modulesystem is a joke. I see no clear specific roles for each Battlemech to take. It's nice and all that you can customize each Battlemech with modules, consumables and more but why would you let them 'have it all'?

Why don't we have some specific clear roles to take? Like Brawlers, Boats, Scouts and Strikers and more? Source: Sarna, http://www.sarna.net...attleMech_roles

Posted Image

Quote

The module change was PGIs chance to start redefining role warfare in this game where that pillar has yet to really have any meaning at all.

Instead we get a cgance deliberatly designed to make people spend more XP and cbills on the worthless weapons modules.

This is HORRIBLY dissapointing PGI.

By making this a generic, dull, uninspired time sink you have crapped on any chances of making a set of role warfare enhancers.

You already had roles for modules, sensor types, support types etc weapons as well ... instead of using ROLES to define modules you are basically forcing people to spend for the weapons thats it.

Here this is how you redesign modules.

Have weapons slots
Have mech slots
Have support slots
Have sensor slots
Post from Asmudius Heng

This pretty much explains it all.

Categories. What categories?

Quote

Now every module is tagged with one of those catagories including consumables. example:

Coolshot -> weapons
UAV -> Sensor
Artillery -> support

Now you have 4 basic roles in modules.
-Ones that enhance your mech performance (hill climb, fall damage etc)
-Ones that enhance your sensors (Seismic, target retention etc)
-Ones that provide support to your team(capture accel, this one might need more modules released for it)
-And of course weapons based modules

Now apply these VERY differently depending on the mech. Lets take a look at a few.

1. Raven: Your sensor mech, this one might have three Sensor modules, one support module, and one mech module - thats right NO WEAPONS module they do not ALL have to have every type.

2. Jenner: A light with a different role might have: two weapons modules, one sensor module, 2 mech modules - This mech can modify its performance and its weapons being the striker mech but it cannot do artillery

3. Catapult: 2 sensor modules, 2 support modules, 1 weapons module - This mech might not be able to modify its performance much but it can boost its LRMs, get decent sensor help, and can add artillery and more being a support mech

4. Victor, lets take a look at a meta mech - 2 mech modules, 1 sensor module, 2 weapons modules - Inhibits it bringing arty but it has good weapons and can enhance the machine itself with some sensor backup

5. DDC Atlas A command mech - 2 sensor modules, 2 support modules, 1 mech module - All about sensors, supporting and something to help boost the machine itself but stops it being a weapons enhancer.

Now weapons modules need to be worth a damn for this to really work and these are just rough ideas but I really hope PGI can see that this would help balance, this would help role warfare, this would get them to sell more weapons modules because they are there and people WILL fill them.

What you propose PGI is horrific and a waste of time and an obvious cbill/xp sink.
Post from Asmudius Heng

You get the idea i suppose. There is no specific category for each Mech to be found.

Execution
Overall the module design is horrible executed.

Idea: GOOD
The lead design: FAILED
Execution: FAILED

Posted Image

View PostSandpit, on 21 July 2014 - 05:21 PM, said:

Ok...

I think PGI is really dropping the ball here and missing the biggest potential factor in helping get a diverse variety of mechs on the battlefield.

To mirror what a few others have said (although I think I'm taking it a step further)

First make some modules that are mech and weight specific.
IE:
Scouting Module: +5% sensor range or a speed boost for certain mechs (or weight classes although using this on specific chassis such as the locust would give a reason to use those mechs more) and a +10% cbill and/or xp earned for any action related to scouting (think a bonus for every spotting reward you get)

Recon Module = increase in enemy lock time, or reduced enemy sensor range for your mech only, stuff like that.

Get creative with this stuff. This is where you have a chance to add some diversity to the game. Brawler module = maybe a bigger twist radius. You can doo all kinds of stuff with this. Limit some of the modules to specific chassis and this entices players to use those unpopular mechs more often without feeling "forced" to do so.

This is supposed to be mechWARRIOR online. That means we're supposed to be playing as an IS or CLan pilot. The mechs aren't the "characters" we are. So give pilots some skills and a certain number of skill "modules" that are tied to the pilot, not the mech.

Light Mech Specialist: Once this skill is purchased the player gets a speed and sensor bonus to all light mechs they pilot. If they decide to become a "heavy specialist" later, allow them to reset the skill and purchase a different weight class (for a cbill or xp cost so people don't just switch it out every match) Each weight class has its own set of perks.
Medium = speed boost and something like a bonus to their mobility (so they can torso twist a little further, turn a little faster, etc.)
Heavy = maybe a slightly faster heat dissipation
Assault = something like above and maybe add in or substitute a torso twist boost, etc.

Leadership: You get a bonus to assists as opposed to kills. or your entire team gets a boost to their sensor range (to simulate an experienced "leader" being on the field)

Sensor Specialist: Any mech carrying advanced sensor suites gets a bonus to them (Narc, Tag, ECM, BAP, etc.)

Special piloting skills such as recon, brawler, etc. Tie these skills to the pilot and give them xx amount of "slots" to add in skills for their character as opposed to putting everything on the mech. you're completely forgetting that mechs aren't the only "units" in the game. We have warrior characters. It adds depth and immersion.

The current system that's being proposed just doesn't "help" anything or create anything new or add to depth. All of this stuff should be "fairly" simple because you've already laid the groundwork with weapon modules and such. You're really missing an opportunity to add a lot of depth. And the old "soon" or "well for now we're just going with this" taglines aren't cutting it. It's time for you to listen to your community on stuff like this BEFORE you deploy it. Listen to your customers telling you what they want and need to enjoy the game more.


Additional:

View PostBhael Fire, on 21 July 2014 - 08:34 PM, said:

What happened to the Role Module slot? Wasn't that a thing some time ago?

That is you could equip a hard-lined "Role" module that rewarded you for performing specific role duties. Such as:

Scout Module: +50% C-Bill bonus for spotting, NARC/TAG, holding locks (see below) and capping.
Brawler Module: +25% C-Bill bonus for kills achieved within 200 meters.
Support Module: +15% C-Bill bonus for savior kills and assists.
Command Module: +5,000 C-Bills for each teammate alive at the end of the match if you win.

That said, the way spotting rewards work needs to be changed to the reward scouts for HOLDING locks...not just spotting them. They should get rewarded the longer they manage to hold a lock. For example, if they manage to hold a lock for 10 seconds, +2500 C-Bills, 20 seconds +5000 C-BIlls, 30 seconds +10,000 C-Bills, 40 seconds +20,000 C-Bills, etc. I see no reason why these rewards can't be awarded to anyone holding the same lock at the same time if they have the Scout module....to encourage synergy between the scouts.

The numbers and conditions are completely random off the top of my beer-addled mind...but you get the gist.


This is no game in progress. This is a cbil sink. There is no depth. Why would you spend more the 2 mililion of cbills to get a couple of range? The overall quality, the lead design and execution of the modulesystem is higly disappointing. This is not Mechwarrior worthy.

And i fear that upcoming Community Warfare is going to bemuch much worse in terms of lead design and execution. I certainly hope it will not be another sink were people can throw money in.

Please bring this to attention. I am sure there are loads, and i mean loads of more good thoughs on this matter. I hope to see the modulesystem getting reworked. Also hoping to see a reworked weaponmodules. The above posts says it all. Make these idea's more viable. There are loads of good idea's, suggestions and more out there and they're heard; but only by the community.

Edited by Sarlic, 08 August 2014 - 12:30 AM.


#2 stjobe

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Posted 08 August 2014 - 12:43 AM

They actually had this all worked out over two years ago, but for some unfathomable reason decided to let their "placeholder" system become the actual system instead of going back and implementing what they had planned.

Go ahead, click that link, read it, and see the Role Warfare we could have had; that we should have had.

#3 Sarlic

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Posted 08 August 2014 - 12:44 AM

View Poststjobe, on 08 August 2014 - 12:43 AM, said:

They actually had this all worked out over two years ago, but for some unfathomable reason decided to let their "placeholder" system become the actual system instead of going back and implementing what they had planned.

Go ahead, click that link, read it, and see the Role Warfare we could have had; that we should have had.


Thanks. I remember that one. It's such a shame.

#4 Sarlic

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Posted 08 August 2014 - 01:15 AM

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#5 Sarlic

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Posted 08 August 2014 - 06:08 AM

And up. Dont forget the utterly disgusting arty / air spam.

Edited by Sarlic, 08 August 2014 - 06:08 AM.


#6 El Bandito

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Posted 08 August 2014 - 06:16 AM

Consumables have more cons than pros for the game, ATM.

Edited by El Bandito, 08 August 2014 - 06:38 AM.


#7 Sarlic

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Posted 10 August 2014 - 09:07 AM

View PostEl Bandito, on 08 August 2014 - 06:16 AM, said:

Consumables have more cons than pros for the game, ATM.


The whole system needs to be reworked.





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