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Skills And Us - A Discussion


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#1 superteds

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Posted 02 December 2014 - 02:57 PM

This brings in both skills and quirks, and a chance for specialisation.

what if, instead of grinding through speed tweak, fast fire and the other two pointless ones you had the chance to actually give that mech a clear role

as an example;

HBK 4G - you could choose for some AC generic bonus, a twist bonus, a torso internal bonus and so on?

this could replace the (poor) elite skill system, and quirks in one go.

thoughts?

#2 Brody319

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Posted 02 December 2014 - 02:59 PM

Give the lights a "crack fuel" skill. "You have successfully mixed crack ******* with a fusion engine, 10% additional speed"

#3 Cion

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Posted 02 December 2014 - 03:01 PM

Posted this on another thread but it really belongs here...
Skills should either unlock quirks OR let you choose between 4 skill trees, one for each role. Each skill tree is the same for any mech, so it's up to you to make your hunchback a brawler or support.

This allows an easier to maintain system, player election and customization, and skills that make more sense.

#4 superteds

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Posted 02 December 2014 - 03:07 PM

View PostCion, on 02 December 2014 - 03:01 PM, said:

Posted this on another thread but it really belongs here...
Skills should either unlock quirks OR let you choose between 4 skill trees, one for each role. Each skill tree is the same for any mech, so it's up to you to make your hunchback a brawler or support.

This allows an easier to maintain system, player election and customization, and skills that make more sense.


I don't mind the tree option (something like borderlands 2 did) but you'd need a way to remap skills (cbills or xp maybe)

#5 The Boz

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Posted 02 December 2014 - 03:33 PM

This idea, I like. Three skill groups (offense, defense, utility) divided into three tiers, with each square offering three skills to choose from. Unlocking a T1 skill costs ~2k, T2 5k, and T3 10k XP, but unlocking it merely makes it available; and another 1/2/3k XP is needed to actually equip or unequip it. You need a T1 skill in a given group in order to unlock a T2 skill of that group. You are limited to a maximum of 5 equipped skills.
Offense: This focuses on range, LRM/SRM/LB-X spread, beam duration, lock-on time, etc. Example T3 skills include Rapid Fire (7.5% lower weapon cooldown), Heat Pump (20% better cooling for 1 second after firing a weapon other than an MG/Flamer), and Shredder (+20% (relative) bonus chance to crit).
Defense: Focuses on torso twisting, individual component armoring, sustained crit chance, etc. Example T3 skills include Core Armoring (+10 Structure HP to areas that contain an engine), Rear Guard (10% of front CT, LT, and RT armor is added as extra rear armor to RCT, RLT, and RRT, respectively), and Creeping Doom (+25% greater speed when legged, legging doesn't affect turn rate).
Utility: Amplifies speed, radar detection radius, pitch/yaw/twist maximums, etc. T3 skills include ECM Compatibility (makes the mech ECM compatible; mechs would no longer have ECM compatibility by themselves), Versatile Module (additional module slot that can fit any type of module), and Signal Amplifier (+25% extra range for *AP, Command Console, ECM, Seismic, etc.).

Edited by The Boz, 02 December 2014 - 03:36 PM.


#6 superteds

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Posted 02 December 2014 - 03:43 PM

View PostThe Boz, on 02 December 2014 - 03:33 PM, said:

This idea, I like. Three skill groups (offense, defense, utility) divided into three tiers, with each square offering three skills to choose from. Unlocking a T1 skill costs ~2k, T2 5k, and T3 10k XP, but unlocking it merely makes it available; and another 1/2/3k XP is needed to actually equip or unequip it. You need a T1 skill in a given group in order to unlock a T2 skill of that group. You are limited to a maximum of 5 equipped skills.
Offense: This focuses on range, LRM/SRM/LB-X spread, beam duration, lock-on time, etc. Example T3 skills include Rapid Fire (7.5% lower weapon cooldown), Heat Pump (20% better cooling for 1 second after firing a weapon other than an MG/Flamer), and Shredder (+20% (relative) bonus chance to crit).
Defense: Focuses on torso twisting, individual component armoring, sustained crit chance, etc. Example T3 skills include Core Armoring (+10 Structure HP to areas that contain an engine), Rear Guard (10% of front CT, LT, and RT armor is added as extra rear armor to RCT, RLT, and RRT, respectively), and Creeping Doom (+25% greater speed when legged, legging doesn't affect turn rate).
Utility: Amplifies speed, radar detection radius, pitch/yaw/twist maximums, etc. T3 skills include ECM Compatibility (makes the mech ECM compatible; mechs would no longer have ECM compatibility by themselves), Versatile Module (additional module slot that can fit any type of module), and Signal Amplifier (+25% extra range for *AP, Command Console, ECM, Seismic, etc.).


sounds good into pushing mechs into a role, albeit a little complicated. again, also needs some way to remap.

#7 The Boz

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Posted 02 December 2014 - 03:45 PM

Remapping is also done by spending XP, and you only pay XP for a "difference" (IE, you can remove a T2 skill and a T1 skill in order to take a different T1 skill and the same T2 skill, and it'll only charge you for the removal of the T1 skill and activation of the other T1 skill), similar to the mechbay.

#8 Sandpit

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Posted 02 December 2014 - 03:49 PM

I've suggested similar. Instead of a mech tree set it up as a pilot tree. Give the pilots some customization

#9 burns

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Posted 02 December 2014 - 03:50 PM

They already started streamlining 3d meshes (cent´s / cat´s) so that less artists could update/maintain said models throughout the entire range of data faster - even if the community doesn´t like it "at all"!

Now you come along, thinking they´d upp the workload for their already very much streamlined skill tress?

No chance.

#10 terrycloth

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Posted 02 December 2014 - 03:54 PM

I'd want swapping between unlocked skills to be free. I've played Diablo-ish games with both systems and free respecs really works better all around.

#11 superteds

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Posted 02 December 2014 - 04:45 PM

View Postterrycloth, on 02 December 2014 - 03:54 PM, said:

I'd want swapping between unlocked skills to be free. I've played Diablo-ish games with both systems and free respecs really works better all around.


free works just fine. the main point is combining quirks and skills

#12 Burktross

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Posted 02 December 2014 - 05:16 PM

Eh, I'm fine with skills as they are.

#13 Eboli

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Posted 02 December 2014 - 05:26 PM

Can/would/should such skills be applied to a chassis variant or to a specific mech?

Just say that I like my Jenner D, so much in fact that I have 3 of them fitted out for 3 different roles. Should I be able to choose to have a different set of mech quirks/skills for each of the 3 same mech variant? Would this cause problems for recording such skill/quirk sets in case I sold 1 of the variants or should MWO have a database of individually player variant types that you have spent the necessary GXP in attaining?

This could become a GXP sink for all that wasted GXP that sits against a mech variant once it has been fully mastered in the current MWO set-up.

Thus, I buy a 4th of the same chassis variant. I can then choose a set of quirks/skills that I have already paid for, or create a 4th set of such quirks/skills spending the necessary GXP.

I do like the idea of customising skills/quirks thus allowing a greater chance of all chassis being able to come up with skills/quirks that plays the strengths of the pilot's play style as well as leaving an enemy mech player not knowing the full possible details about the mech they are going up against. A bit of Pandora's box element in it.

The meta-nerds would go crazy on it though :)

Cheers!
Eboli

Edited by Eboli, 02 December 2014 - 05:29 PM.


#14 Tarogato

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Posted 03 December 2014 - 05:04 AM

Use the Skill Tree to unlock quirks instead of having the quirks provided for free. Provide an opportunity to choose between multiple quirk paths per mech. (earn XP per variant, so if you own two JR7-D, and get 1,000XP in a match with your SRM4 build to spend on an SRM4 quirk, you also get 1,000XP on the other JR7-D in your hanger, which you can spend separately on a Streak quirk instead.)

/signed

#15 Lily from animove

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Posted 03 December 2014 - 06:23 AM

I have some very deep skill system into my mind which MWO should have. I just need to find some time writing it down. But currently that every mehc cna have every of the skills unlocked and used at the same time is more like uprgades than skills at all. Not a very funny thing at all.





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