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#1 Volomon

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Posted 24 June 2012 - 07:18 PM

So it's been clearly explained that light mechs will play a vital roll in tactics.

Why not make them beyond valuble in fact downright requiring light mechs to be successful. So far I know there are four classes of mechs: Light, medium, heavy and assault.

Why not allow each level of mech have abilities which evens out their power. For instance have you ever thought when playing a mechwarrior game, where are the artilieries, the bombers, the dropships, the light tanks ect?

I can see light mechs being granted call ins perhaps based on kills or maybe granted after a lengthy game? Prehaps even just start with them or based on capturing alternative objectives on the map? Maybe the type of call in is based on what class mech you have? Maybe its only avilable to mechs who have advanced sensors?

What about calling in a "pet" tank? A squad of tanks?

I of course don't want this to ruin the independent ability of the meches themselves we all are here for some serious mech to mech combat.

These things were not possible in a lot of games due to the limited nature of computers at the time those games were made I see no such limitation here. The only game I remember most accurately representing mechwarrior and it's universe is mechcommander and I'm hoping a lot of those tactical elements are not overlooked as well. However primarily I would like to see more of the outside world (mechwarrior world) effect combat.

Primarily having a huge mech not always being so great when presented with capping resources that give abilities to light mechs such as call ins.

You think it over and think about how such a thing can be implemented.

For me I invision cap points or cap towers which only a light/med mech can cap, depending on who caps it depends on what resources you get, however at the same time such towers could be destroyed rendering the towers uncappable. Some maps could have no caps, others one cap. The intial race for the cap could really start some games off. Making the teams decide how important a fast mech is that much harder to think about. Perhaps all it grants is one little art attack, prehaps its random maybe whoever caps it gets 2 or maybe a tank ally. Prehaps the tower activates a few small turrets?

#2 BlackAbbot

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Posted 24 June 2012 - 07:36 PM

You might want to try reading the dev blogs:

http://mwomercs.com/...-3-role-warfare

http://mwomercs.com/...le-warfare-cont

I think you might find the bits where they talk about role based abilities and things like calling in tactical strikes informative.





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