Skills And Us - A Discussion
#1
Posted 02 December 2014 - 02:57 PM
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
Posted 02 December 2014 - 02:59 PM
#3
Posted 02 December 2014 - 03:01 PM
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
Posted 02 December 2014 - 03:07 PM
Cion, on 02 December 2014 - 03:01 PM, said:
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
Posted 02 December 2014 - 03:33 PM
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
Posted 02 December 2014 - 03:43 PM
The Boz, on 02 December 2014 - 03:33 PM, said:
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
Posted 02 December 2014 - 03:45 PM
#8
Posted 02 December 2014 - 03:49 PM
#9
Posted 02 December 2014 - 03:50 PM
Now you come along, thinking they´d upp the workload for their already very much streamlined skill tress?
No chance.
#10
Posted 02 December 2014 - 03:54 PM
#11
Posted 02 December 2014 - 04:45 PM
terrycloth, on 02 December 2014 - 03:54 PM, said:
free works just fine. the main point is combining quirks and skills
#12
Posted 02 December 2014 - 05:16 PM
#13
Posted 02 December 2014 - 05:26 PM
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
Posted 03 December 2014 - 05:04 AM
/signed
#15
Posted 03 December 2014 - 06:23 AM
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