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Another Really Cool Idea You Will All Hate Just Because It Came From Me.......


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#1 Rando Slim

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Posted 06 November 2014 - 05:43 PM

What if we took all the existing quirks (and whatever ones they add to it) and put them in a giant list along side all the current skills in the skill tree, ditched the whole basic/elite/mastery skill system, allow each mech to have a set number of "quirk slots" (or vary them a little for the better/worse mechs), and simply let everyone pick the quirks they want for their mechs in accordance with the builds they most like to run on them? Just make the quirks cost about the same in mech xp as modules would for GXP.

I suppose I could cave and allow retention of the basic/elite/master tiered skill tree and leave it as is, under the condition that we allow speed tweak and quick ignition to be basic skills. New players desperately need those to be able to compete.

I know the table-toppers will probably hate me for suggesting this.....but it saves PGI the bother of having to make a bunch of arbitrary decisions and would reduce complaining.

Before I make a poll in feature suggestions (which of course no one will vote for or look at despite the brilliance of the idea) im curious if anyone even would like this as much as I would.

#2 terrycloth

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Posted 06 November 2014 - 05:51 PM

The point of the quirks was to boost the crappier mechs, not all mechs. So, different mechs would have to get different amounts of value from them.

You'd also have to balance them against each other. Who wouldn't take -25% heat over +25% range?

That said... yeah. I'd rather have a 'quirk budget' based on the mech's tier and spend it on stuff I actually use.

#3 DocBach

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Posted 06 November 2014 - 05:52 PM

You already get quirk slots, they're called modules.

#4 Mechwarrior Buddah

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Posted 06 November 2014 - 05:53 PM

Who are you?

#5 SpeedingBus

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Posted 06 November 2014 - 05:54 PM

Yeah that would be great considering PGI can't make up its mind on following stock quirks or not. Although you should be limited to what variants quirks they could possible have. Like if Shadowhawk variants don't have PPC quirks they are unavailable but if 1 variant has LL duration quirks you could use it on any variant.

I would remove the turn rate and movement quirks on Misery so fast!!

Edited by SpeedingBus, 06 November 2014 - 05:55 PM.


#6 Rando Slim

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Posted 06 November 2014 - 06:02 PM

I see what your saying Doc, but I feel modules and quirks are significantly different. I just want to be able to pick the quirks I want for the mechs to fit the way I like to drive them. PGI did their best, Im not on here bad-mouthing them, I just think it allows more player choice, which in games like this are helpful. For instance I don't want AC/2 quirks on my BJ-1, I don't want PPC quirks on my quickdraw, a commado 3A having srm 6 quirks doesn't make much sense to me......etc.
I mean yes modules allow you to quirk your mechs but if they are going to bother putting in a quirk system at all above and beyond weapon modules, why not let the players have more control over it?

@Buddha: nobody, its just my self-depreciating sense of humor. I have started many other threads with ideas that I think are great and people ignore it or flame me simply because they don't like the tone and forcefulness with which I present those ideas at times, regardless of the content of the idea, akin to when people disregard something because they choose to have a stick up their ass about grammar or whatever..

Edited by Scrotacus 42, 06 November 2014 - 06:10 PM.


#7 DocBach

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Posted 06 November 2014 - 06:08 PM

The idea isn't significantly different than the module idea -- we just don't have all of the modules that quirks have yet, like projectile speed or heat dissipation.

The point of quirks is to make certain chassis inherently better at certain roles to promote their use, though. Opening them up completely will continue to relegate bad 'Mechs being bad, because you'd just be able to load their quirks into the better chassis with better hardpoints and hitboxes.

#8 Rando Slim

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Posted 06 November 2014 - 06:16 PM

Ah ok, that makes more sense then, yea I know people would of course only use the quirks that are the best for their meta builds......but its not like the existing system went out of its way to give meta comp mechs quirks that purposefully don't fit the meta to try and incentivize people not to run them. I will have a better shot at being competitive in mechs that are quirked the way I like that fit my playstyle even if it means whatever meta builds out there get even better, because frankly those pilots and those types of builds will kill me regardless, but I at least have a slightly better chance if Im not being forced to take a slight disadvantage just to not have to run the mech the way PGI thinks people should run them.

The other significant difference in my idea is that my quirk list would be available through mech xp like the skill tree, you wouldn't have these insane gxp requirements PLUS having to pay 6 million c-bills for it.
So then you might say: "well then no one would bother with modules" right? Well yes the true veteran min/maxer meta dudes would. Those with less time/money and patience wouldn't.
And that should be ok. Newer players would still get decent quirks without the time sink, but if you want the true extra little min/maxer advantage, leave that for the comp/meta dudes and let them pay and grind in the existing system to let them have it.

I could handle having to pay for quirks from the list with gxp, or having to pay for them with c-bills, but not both.

Edited by Scrotacus 42, 06 November 2014 - 06:22 PM.


#9 Mothykins

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Posted 06 November 2014 - 06:17 PM

I think it would work, if you made It less like current mod implementation.

Give a three part choice (balanced, then two opposing quirks with negatives) at two or three parts of the tech tree with amounts equal to the level. (Basic, elite, mastery)

That's the only really workable way to do it, as the default is balanced.

#10 Sir Hunter

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Posted 06 November 2014 - 06:39 PM

Great idea Scrotocus. It would certainly help everyone!! Good positive stuff - just ignore any trolls. We love you, really!!

#11 Kanatta Jing

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Posted 06 November 2014 - 06:45 PM

I don't hate this idea because it is yours. I hate it because it removes differences between mechs.

#12 Impyrium

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Posted 06 November 2014 - 07:18 PM

Not sure why you thought the idea would be hated because it's yours. Nothing wrong with suggesting something.

Though, as Doc has stated, I really don't want to see quirks becoming user definable. That'd just open up a whole can of worms, and it defeats the purpose of the quirks in the first place. That is, to make different chassis unique. Selectable quirks doesn't fix that problem, it makes it worse, since certain 'Mechs will STILL be better than others.

#13 Davers

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Posted 06 November 2014 - 07:25 PM

View PostScrotacus 42, on 06 November 2014 - 05:43 PM, said:

What if we took all the existing quirks (and whatever ones they add to it) and put them in a giant list along side all the current skills in the skill tree, ditched the whole basic/elite/mastery skill system, allow each mech to have a set number of "quirk slots" (or vary them a little for the better/worse mechs), and simply let everyone pick the quirks they want for their mechs in accordance with the builds they most like to run on them? Just make the quirks cost about the same in mech xp as modules would for GXP.

I suppose I could cave and allow retention of the basic/elite/master tiered skill tree and leave it as is, under the condition that we allow speed tweak and quick ignition to be basic skills. New players desperately need those to be able to compete.

I know the table-toppers will probably hate me for suggesting this.....but it saves PGI the bother of having to make a bunch of arbitrary decisions and would reduce complaining.

Before I make a poll in feature suggestions (which of course no one will vote for or look at despite the brilliance of the idea) im curious if anyone even would like this as much as I would.

Why would TT players hate this?

#14 Rando Slim

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Posted 06 November 2014 - 08:54 PM

Well I mean like I have said, obviously you would need to make the better chassis only have say 0-2 quirk slots, the crappy ones get 3-6 and like Cavale said, make it so only certain quirks are available, I at least like this idea of having a small "basket" of quirks to choose from. I get it, making the Dragon quirks available to a Victor would suuuuuck. But likewise we still have a new meta anyway because the quirks instantly make some mechs better than others, like how Thunderbolts are now really good all of a sudden for brawler decks, but the poor Quickdraw still blows (PPCs still too hot, not enough heat sinks for standard engine AND PPCs). If theres gonna be a meta regardless, I'd rather have a more direct say in how I deal with it with the mechs I like. As it is now (and don't get me wrong I am having a ball with the game right now retinkering my whole hangar) we get mechs that miss out because the arbitrary quirks they get don't fit, so they only take advantage of half of their quirks, yet other mechs get quirks that fit perfectly with how to build them and get full use out of stackable quirks.....how is my idea any worse than that? I truly don't understand.

EDIT: to Kanatta Jing's point, I do understand that. I also like this idea of quirking mechs to give them a specialty BUT: what we have now is nice but arbitrary, some of the choices fit like a glove, others don't make as much sense, so we end up with a new meta anyway as now some mechs are better than others. That will always be the case, so why not let players choose? Besides, aren't most people intelligent enough to build and quirk it in such a way as to give it a specialty anyway?

Also Davers I always thought IS mechs in BT were not very interchangeable with loadouts and stuff without great expense, and I know a lot of people really prefer stock mechs and such. Also, people really usually do disagree with me, but I bring it on myself so its cool, the title to the thread was just my self-depreciating humor.

Edited by Scrotacus 42, 06 November 2014 - 09:16 PM.


#15 Kushko

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Posted 06 November 2014 - 09:31 PM

View Postterrycloth, on 06 November 2014 - 05:51 PM, said:

The point of the quirks was to boost the crappier mechs, not all mechs. So, different mechs would have to get different amounts of value from them.

You'd also have to balance them against each other. Who wouldn't take -25% heat over +25% range?

That said... yeah. I'd rather have a 'quirk budget' based on the mech's tier and spend it on stuff I actually use.


Quirk budget to use as we see fit in the pilot skill tree is an amazing idea!

#16 Mothykins

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Posted 07 November 2014 - 01:03 AM

To cross post from me in the Patch Feedback...

View PostCavale, on 07 November 2014 - 01:00 AM, said:

Despite the chances for mix/max, I'd like to see small BALANCED quirks sets granted on completion of BASIC, ELITE and MASTERY, with the Options being something akin to "+5% Range Ballistics" with a weighted recycle/heat gen rate negative, the reverse, and a neutral option, with it losely quirked around the chassis/variant.

For example, the K2;

BASIC: +5% to Energy cooldown rate or to Energy Heat dissipation with negative to opposing, or Balanced Option (leave as is)
ELITE: +7.5% to PPC/ERPPC/Ballistics velocity or +7.5% Ballistic/PPC/ERPPC Cooldown rate (Negative opposing), With a Balanced option.
MASTER: +20% Energy Range or +10% Energy cooldown (Negative opposing) with a Balanced option

(Some people find range less important than cooldown, so make it a bit more weighted.)

This gives some feeling of ownership to the chassis beyond loadout, and really well thought out versions of this prevent gross Min/Maxing, but still allow some specialization. This is just a "Throw science at it" approach as well.


In short, Damage potential should stay about the same overall if done right, just sort of nudge the 'mech into your comfort zone.

You want to brawl with PPCs? Go for it. Tiny range, massive recycle up, but take a heat penalty on top of that recycle time.

Edited by Cavale, 07 November 2014 - 01:05 AM.


#17 KuroNyra

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Posted 07 November 2014 - 01:18 AM

That idea could have been nice.
Except for one thing.


The Quirk are not suppose to be here just to be here. But to help some lower tier mech to regain some of there strenght and being more competitive.
Unlike the module they are defined by PGI and can be altered by them when they see a mech is beginning to be "too good" compared to the others.

That way they can reduce the gaps between the different tier of the mech'.




We should NOT be able to select them. Imagine a guy using the large laser improved fire of rate and better cooldown for the Locust1V on a mech like.... An Awesome? That would make the Awesome much more deadlier than any of his counterpart.





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