So it is very lengthy and I no doubt would lose most of you within the first few paragraphs but as I was thinking through the ideas, everything was inter-related and to address one area required touching on others and hence the length of the document (since it is a document and not an article per say). When I finished I figured it was just going to collect dust so I might as well ‘publish’ it and hope the devs might find it insightful and others may enjoy it. So here it is ..
Solution Brief
Overview
The state of role and information warfare is close to non-existent in the current game. This hampers the players and the game overall in many ways, such as:
- There is no reason for playing specific weight classes or roles
- There is no depth in customising a mech to a specific role
- Lower weight classes are not as popular as their heavier brethren
- The game is geared towards damage dealing and killing and does not reward players for playing differently and usefully (i.e. team player)
Purpose
- Inject in depth information and role warfare into the game
- Provide players the ability to customise each variant to a specific role
- Provide a greater feeling of progression for players without the feeling of being forced down a particular path (e.g. requiring 3 variants to unlock additional skills)
- Provider players greater choice in their playstyle and progression (as opposed to the current monotonous leveling experience)
- Ensure the business needs are maintained by encouraging cash injections
- Provide incentives for leveling up additional variants of the same chassis thereby requiring additional mechbays and potential of converting mech XP to general XP (to reduce leveling time)
- Create a framework where there are relevant modules for each mech proficiency group
- Provide incentives for leveling up additional variants of the same chassis thereby requiring additional mechbays and potential of converting mech XP to general XP (to reduce leveling time)
Inclusions
- Redesign of the pilot/mech skills to cater to:
- Different and wider range of roles and customisation
- Inject information skills that cater towards team play
- Deeper level of mech progression
- Different and wider range of roles and customisation
- Realignment of modules to skill sets
Exclusions
- Overhaul of the reward system
- Comprehensive module listing (only concepts are provided)
Assumptions
- Changes to the skill trees system will require a refund of experience points to the player (both mech and general)
Dependencies
- While the changes proposed address many of the issues with the current player progression, information and role warfare, an update/rehaul of the reward system needs to be implemented to complement the solution
- Rework and additional modules to be created to complement the framework proposed
- Additional commander commands/abilities to be implemented (e.g. attack target mech, defend target meth, etc)
- Limit the existing information sharing mechanics to promote reconnaissance and command roles
Risk and Limitations
- Additional Balance complexities with the introduction of multiple mech proficiencies and specialisations
- If the proficiencies are not balanced adequately this could lead to newly purchase mechs unable to compete with upgraded mechs
- Re-use existing frameworks/assets where possible to minimise rework (i.e. mech skill system, module system, etc)
Solution Description
Before proceeding it’s important to clearly define roles categories and what influences them. There are basically two types:
- Offensive roles (e.g. brawler, sniper, missile support, etc)
- Mech chassis and possibly variant
- Weapon loadout and weapon modules
- Non-offensive roles (e.g. scout, team assist, leader, etc)
- Mech chassis
- Mech modules and consumables
To address the core issue with role and information warfare there needs to be a redesign the mech/pilot efficiency skill tree, the module and consumables relationships and additional abilities that enhance specific roles.
The brief will cover each of these aspects in detail below.
Mech Proficiencies/Skill Trees
The current mech skill tree have useful abilities but lack any meaningful progression past the elite level of skills. Further all mechs have the same group of skills to choose from and this severely limits the choices a player can make in terms of modifications, technically there is no choice. While modules offer a path for customisation, it is limited due to:
- Modules can be utilised by all mechs without any tie in with their role or skills
- While the current module slots and combinations of available modules provide a degree of customisation, it does not equate to a deep level of role warfare
- Confusing relationship between modules that need to be unlocked with general XP and their purchasable consumable/modules counterparts
- The ability to customise their mechs to a specific role and playstyle
- A deeper level of player progression
- A wider range of customisation options
Mech Proficiencies
Core Mech Proficiencies
These proficiency groups represent the core abilities all mechs can achieve given time and money. The core skills are broken down to the following key areas:
Mobility
- Proficiencies related to movement (i.e. acceleration/deceleration, turning, torso twist, etc.)
Mechanics
- Proficiencies related to mech internals (i.e. heat management, weight and critical slots, ignition times, etc.)
Armaments
- Proficiencies related to weapons (i.e. accuracy, cooldown rates, etc.)
The rules for these groups are:
- Mechs can only upgrade up 2 core proficiency groups (a choice has to be made by the player)
- Players do not have to upgrade up 3 other variants of the same chassis to unlock the Specialist Mech Proficiencies
- Players will have a choice to upgrade other variants of the same chassis to gain additional bonuses
The incentive to upgrade additional variants of the same chassis is as follows:
Basic (1st) Tier
Requirements = none
Elite (2nd) Tier
Requirements = upgrading up an additional variant of the same chassis
Rewards = x1.5 to skill bonuses
Master (3rd) Tier
Requirements = upgrading up an additional 2 variants of same chassis
Rewards = x2 to skill bonuses
However players can choose to only upgrade one mech and ignore the additional bonuses that can be achieved if they choose to. The key here is providing players with the choice but also incentives to purchase additional mechs which keeps in alignment with providing a source of revenue for the business (mech bays, mech and equipment purchases - aka money sink).
- Core proficiencies are upgraded using Core XP (CXP) - the old Mech XP
- CXP is obtained in the same fashion as the current mechanic (spotting, assisting, damage, etc)
Note:
- Designed with 7 proficiencies per group however this number can vary
- Some module skills have been adopted as proficiencies for sake of examples
Diagram 1: Example of in-game core proficiencies screen (note CXP values are arbitrary)
* Used as examples of mechanic proficiencies that can be introduced (obviously only relevant if knockdowns are re-introduced)
** Bonus metrics need to be tweaked to ensure players who do not level up additional variants are not at a greater disadvantaged by those that do (the 2x bonus should give an edge to the player, not have them totally dominate)
Specialist Mech Proficiencies
These proficiency groups represent the specialist abilities mechs and 2 of them are restricted to specific weight classes. The specialist skills are broken down to the following key areas:
Reconnaissance (available to all mechs)
- Proficiencies related to intelligence gathering and targeting
Defense (available to all mechs)
- Proficiencies related to mech defense
Sapper and Support (available to light and medium mechs only)
- Proficiencies related to support and combat engineering (i.e. mines)
Tactician (available to heavy and assault mechs only)
- Proficiencies related to lance/company/star/binary command (ability to request for support units) and team assistance
The rules for these groups are:
- The specialist proficiency groups are unlocked once 2 core proficiency groups are completed
- Mechs can only upgrade up 2 (out of 3) specialist proficiency groups (a choice has to be made by the player)
- Specialist proficiencies are upgraded using Specialist XP (SXP) - the old General XP
- SXP is obtained in the same fashion as the current mechanic (5% of Core XP gains) however given the breadth of proficiencies to upgrade it is suggested this gain is increased to higher values so that players can completely upgrade in a timely fashion (refer to modules and consumables for additional reasons)
- CXP can be converted to SXP, as per the current conversion of MXP -> GXP
- It is still beneficial for players who are willingly to convert CXP to SXP to assist with upgrading their specialisation proficiencies (time vs money)
- No additional bonuses are provided for upgrading other variants of the same chassis as it is with Core proficiencies however this can be easily incorporated if required for added bonuses and greater incentives for purchasing and upgrading additional variants (however lowering SXP requirements for each proficiency is recommended)
Diagram 2 - Completing 2 core proficiencies for the mech unlocks specialist proficiencies
An example of the Specialist Proficiencies
Diagram 3 - Example of the specialist proficiencies for a Centurion battlemech (note SXP values are arbitrary)
* Note: Proficiencies have metric limitations if additional bonuses (x1.5 and x2 for additional mech variants upgraded) are adopted then the values would scale accordingly without being over powered. Values can be tweaked for balance purposes.
Edited by Zanathan, 21 August 2014 - 09:33 PM.