The Mech Lab is half the battle keep it that way
#81
Posted 09 December 2011 - 09:29 PM
#82
Posted 09 December 2011 - 09:34 PM
CaveMan, on 09 December 2011 - 09:12 PM, said:
Because this is a video game, not a table top game. To be clear, I don't mind being limited by the "canon" of table top, but we shouldn't be limited by... what happens when you're playing something on a table, rather than interactive software. Modern RPGs allow instant stat changes instead of doing everything by calculator/head on a piece of paper. My point is video games are a different media, we aren't playing a dice game.
If you're talking about table top canon though, then I eat my words about limitation. Still, my vote stands about MechLab in game.
I'm a big boy now, I can pick what weapon groups I want to assign everything without my hand being held by the game developer. Granted you could do that in MW:LL without the MechLab, but it was a pain in the ***.
Edited by Holmes, 09 December 2011 - 09:37 PM.
#83
Posted 09 December 2011 - 09:37 PM
#84
Posted 09 December 2011 - 09:41 PM
Haeso, on 09 December 2011 - 09:37 PM, said:
I think your definition of "boat" is too liberal, personally. The Catapult would never qualify as a boat by my standards. Do you consider the OstScout a medium laser boat because it's armed exclusively with medium lasers (one of them)?
A boat to me is a 'Mech that goes out of its way to pack in absurd numbers of weapons with little regard for anything else. Supernova is a great example. Yes, you CAN put 6 ERLL on a 'Mech, but should you? Eh, probably not.
#85
Posted 09 December 2011 - 09:46 PM
And I'm using boat not as derogatory but as a specialized 'Mech. And as I've said - specialization beats generalization. Being able to fight at any range means against something designed purely around one range will beat you at it's given range. Using teamwork this generally devolves into sniping matches at near maximum range. If the map had enough cover it instead turned into slugfests dominated by LX20/AC20s or Med Laser boats.
Specialized 'Mechs especially when paired with other 'Mechs of the same type for long range - this group plays zone defense basically, it doesn't let anything get close by virtue of focus fire. Any mixed weapon group that goes against it is going to find itself down two 'mechs before getting in range, and by that point they simply split up and you're done, you can't be on two 'mechs at a time. And the reverse is true if they get the drop. Same thing with mixed specialization as well, Two short range only and two long range only is going to beat four mixed under most circumstances. It's just more effective. I don't think it's wrong, I think it's accurate. Which is why BV should sort it out.
#86
Posted 09 December 2011 - 09:55 PM
#87
Posted 09 December 2011 - 10:04 PM
I'm going to stress again, random maps would be awful. The enemy turn goes pure close combat fighters, annihilators and hunchbacks galore, you have a mixed team. Unless you massively outplay them, they win. Sure if you get an open map they lose... But one sided fights even if it's 50/50 are utterly lame and just no fun.
Edited by Haeso, 09 December 2011 - 10:07 PM.
#88
Posted 09 December 2011 - 10:06 PM
#89
Posted 09 December 2011 - 10:09 PM
Haeso, on 09 December 2011 - 10:04 PM, said:
I could get behind something like the MW3 mobile field base system. You can carry around X tonnage of 'Mechs and parts for a mini-campaign, replenishing losses from salvage if you win the mission.
#90
Posted 09 December 2011 - 10:11 PM
#91
Posted 09 December 2011 - 10:14 PM
Although a capture-the-MFB mission type could be cool. Say, have that mission type pop up as a "bonus round" if one side gets totally whomped in the preceding missions, the victors get a chance to capture their spare parts before the defenders can flee off-planet.
#92
Posted 09 December 2011 - 10:30 PM
Though I wasn't personally worried about it being 'griefed' moreso people babysitting and repairing at it all day long rather than fighting lol.
#93
Posted 10 December 2011 - 04:58 AM
Edited by Nik Van Rhijn, 10 December 2011 - 12:05 PM.
#94
Posted 10 December 2011 - 08:04 AM
VanillaG, on 09 December 2011 - 02:49 PM, said:
When I think of omnimech I think of a slot that can have either energy, ballistic or missle. While there should be some of those slots, I like the ballistic only (single type) or energy/missle (double type) only slots. If you're saying a 2 slot energy weapon shouldn't go anywhere a 2 slot energy weapon would fit (assuming you have the tonnage) on any mech, then I disagree. It's a mount point. There may be limitations in the design or visual graphics when you change the guns on the right arm of a Masakari from PPC to Laser to Guass Rifle that it doesn't change the representation of the barrel, but that kind of alternate build is desired (by me and probably many others).
#95
Posted 10 December 2011 - 10:50 AM
These variants could then be field modified in various ways as players rank up, with the higher ranks being able to switch out armaments (within reason).
#96
Posted 11 December 2011 - 12:29 AM
I always got the impression from the books that most mechs fielded were factory stock. I would like to see some cost/benefit to joining a house army vs. being a ''lone wolf''
Pledging Allegiance to a Faction: Only stock mechs or established variants are available. As part of the regular army the mech really isn't yours, so no customizing but you don't have to worry about repair/replacement. Any upgrades are controlled by the devs and affect all mechs of that type in that faction.
Joining a Mercenary Corporation: Allows for some customization, partially utilizing the MW4 weapon hard point system i.e. energy/ballistic/missile slots. You can upgrade your AC10 to an Ultra/LBX10 or update your standard lasers to pulse/er/clan. Mech repair/replacement is the responsibly of the (possibly) player-run corp
Remaining Neutral: This would allow you the most freedom with your mech but come with the highest cost/risk. The MW4 hard point system fully applies. Exchange your PPC for medium lasers or replace that AC10 with an AC20/Gauss a la Yen-Lo-Wang. Mech repair/replacement is completely the player's responsibility. Losing the mech would mean you would have to sign up with a faction/house/merccorp until you built up the LP to go off on your own again.
While there are some really nonstandard variants in the canon I always felt that they were the exception not the rule. I've seen some posts where people say we should have unlimited mechs and unrestricted customization. Go play MW4 multiplayer. I'm looking for something a bit deeper.
#97
Posted 11 December 2011 - 08:35 AM
Also, stock and canon configs only will quickly lead to the same thing as min/maxing that some people are worried about. The mechs with the best loadouts for facing other mechs will quickly become the most popular and most used mechs. The lab will allow for the element of surprise in engagements and let pilots set up the configs to suit their own play-style.
Edited by alVolVloLy, 11 December 2011 - 08:47 AM.
#98
Posted 11 December 2011 - 11:53 AM
alVolVloLy, on 11 December 2011 - 08:35 AM, said:
Also, stock and canon configs only will quickly lead to the same thing as min/maxing that some people are worried about. The mechs with the best loadouts for facing other mechs will quickly become the most popular and most used mechs. The lab will allow for the element of surprise in engagements and let pilots set up the configs to suit their own play-style.
Which leads to the same balancing problems - the dev's can't balance all possible permutations. I would prefer them to perhaps "tweak" some of the canon designs to make them more useable and have refit packs for the variants. This will still gove some element of surprise - I wouldn't expect to know what the opposition was driving on going in to a match. I would only expect that we had been matched as approximately equal on BV/C-bill cost etc. Now if that meant we had 3 medium lances against 1 lance of assaults - that's fine.
#99
Posted 16 December 2011 - 12:46 AM
Unfortunately, that system fell apart in multiplayer. Look at the free release of MW4 on MekTek.net and try a few matches if you haven't yet. Almost every match is Assault class bruisers loaded up with nothing but Gauss cannons, RACs, LBACs, PPCs, or Insta-lock Rockets. Putting detailed weapon loadout options directly into the hands of players will result in something similar once players figure out the physics.
Since this is going to be a MMO, I'd be much more in favor of an option that limits players to an 'A', 'B', or 'C' variant loadout for each mech. (e.g. 'A' = close-range, 'C' = long-range, and 'B' = mix or special operations package.) That way there is still variety to be had, but it would be harder to throw off the balance.
2 c-bill's worth,
#100
Posted 16 December 2011 - 12:54 AM
Quote
As icky as it is to say this, maybe MechCommander 1 didn't have such a bad idea with the armor/weapons/jumpjets variants of each chassis. Fixed weapon loads, but a few different "trim packages" you can order a 'Mech with.
Would allow Omnis to stand out in their own way as well. With those, you get a fixed base chassis, no options, but it's the Wild West as far as your weapons load goes.
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