

Another Really Cool Idea You Will All Hate Just Because It Came From Me.......
#1
Posted 06 November 2014 - 05:43 PM
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
Posted 06 November 2014 - 05:51 PM
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
Posted 06 November 2014 - 05:52 PM
#4
Posted 06 November 2014 - 05:53 PM
#5
Posted 06 November 2014 - 05:54 PM
I would remove the turn rate and movement quirks on Misery so fast!!
Edited by SpeedingBus, 06 November 2014 - 05:55 PM.
#6
Posted 06 November 2014 - 06:02 PM
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
Posted 06 November 2014 - 06:08 PM
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
Posted 06 November 2014 - 06:16 PM
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
Posted 06 November 2014 - 06:17 PM
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
Posted 06 November 2014 - 06:39 PM
#11
Posted 06 November 2014 - 06:45 PM
#12
Posted 06 November 2014 - 07:18 PM
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
Posted 06 November 2014 - 07:25 PM
Scrotacus 42, on 06 November 2014 - 05:43 PM, said:
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
Posted 06 November 2014 - 08:54 PM
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
Posted 06 November 2014 - 09:31 PM
terrycloth, on 06 November 2014 - 05:51 PM, said:
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
Posted 07 November 2014 - 01:03 AM
Cavale, on 07 November 2014 - 01:00 AM, said:
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
Posted 07 November 2014 - 01:18 AM
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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