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Quirk Upgrade To Create More Flexibility


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#1 Zfailboat

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Posted 28 December 2014 - 07:34 PM

All pilots should agree that quirks have been good for the game. They have helped balance things a bit, improved some mechs remarkably but still have a few others floundering in the dark. This is mainly due to the restrictive nature to optimise your builds.

A lot of pilots out there would have favourite mechs that despite the quirks the have issues with piloting their own way to maximise the mehcs role.

So then a question is raised - how can we improve on the quirk system, without making it any more complicated and allow players to tweak builds to better suit their own play style when the mech they love, doesn't suit the quirks.

The answer I think might actually be surprisingly simple (and may be able to generate PGI a little cash on the side at the same time)

Firstly leave all the BASE quirks as they are. Now by BASE quirks I refer to things like movement buffs etc, and also generic buffs - such as "Ballistic Range 12.50% "

Next REMOVE the buffs for individual weapons from mechs - EG the Hunchback 4G has AC/20 buffs of 12.50%.

Instead add Tier buffs to weapon modules. So that an AC/20 Cooldown module has a standard level of 12%. On top of that add a "Tier bonus" to it. Which adds and additional 2.5% per Tier level of the mech. EG the Hunchback 4G is a Tier 5 Mech - and thus would get an additional 12.50% for a total of 24.50% when equipped on the Hunchback 4G

Then introduce the next range of modules, for Lasers this would be Beam duration, for ppcs it would be projectile speed, for ballistic would be projectile speed etc etc

This means that all mechs have a basic level of generic quirks. When you buy a new mech you have basic quirk levels which you can use to test builds out play around with it etc.

Then once you find a build you like, you can buy your modules and customise it and play it your way whilst still getting the same maximum quirk as you could now - just with a more varied load out.

This would lead to more people needing more modules - and thus a higher level of purchasing of modules if players didn't want to pay for them with MC. It would easily be adaptable to clan tech if required. And it would still provide a improved ability of the mechs over traditional levels for people as they levelled up mechs / learnt the ropes.

It still makes each different platform unique as most mechs only have 3 or 4 variants with different hardpoints. although in a few certain cases like the hunchbacks it would make maybe 1 or 2 of them reasonably similar. However this is ultimately a small trade off for the variation / customisation that could be achieved with this on a per pilot level.

Yes this would need a re-work on the current Quirk levels, but ultimately would provide the players with the greatest flexibility - and PGI with the only realistic chance for small financial returns from the quirk system.

an example about how this could improve things lets look at the K2

currently it has the below BASE
PPC Velocity 20%
Medium laser duration 7.5%
laser duration 7.5%
energy heat Generation 10%
and ballistic range 10%

Lets use the below as a base for the K2 and say its a Tier 4 mech - remembering that we would have a 3rd set of modules for now we will call them "Weapon modification modules" (once which was Projectile speed for Ballistic, Missile and Energy projectile weapons, and also laser duration for beam weapons)

Hypothetical BASE
Energy projectile speed (this is PPC's in case you missed it) 10%
Laser Duration 10 %
Energy heat Generation 10%
ballistic range 10%

Now the above is a nerf to PPCs - but remember this is just for comparison.

Next if you wanted a PPC K2 you add in 1 PPC Weapon modification module and 1 PPC Range module

So your mastered K2 would now have its above BASE bonuses IN ADDITION the below MODULE bonuses

PPC Range + 20.00% (10% from the Range module - lvl 5 + another 10% from the fact its a tier 4 mech)
PPC velocity + 20.00% (10% from a lvl 5 module + the additional 10% from the Tier bonus now applied to the module)

Similarly if you wanted to have a AC5 or dual gauss or indeed dual AC20 K2 this system would give you full customisation to run the mech how you want it whilst still retaining some BASE bonuses for those levelling or mastering the mech.

Yes this would take some fair amount of re-coding from PGI, but I think this would be a more balanced quirk system - which still gives unique chassis their own benefits (such as the K2 being the only ballistic Catapult) which is what the long time players would want - all the while maintaining some static bonuses for newer players. This also gives the newer players a reason to try out things that best suit their own play style and invest cash to make it so.


So considering the above options - what mech could you see as benefitting from this system that you love - but don't use often due to the current quirks.

Edited by Zfailboat, 28 December 2014 - 07:35 PM.


#2 Dirty Starfish

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Posted 28 December 2014 - 07:41 PM

I do not want to spend any more money on goddamned "you need these to be competitive" modules. The difference between a fully elite, moduled up player and a basic player is large enough as-is. I do like your quirk flexibility idea though.

#3 SerratedBlaze

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Posted 28 December 2014 - 08:31 PM

View PostSerial Peacemaker, on 28 December 2014 - 07:41 PM, said:

I do not want to spend any more money on goddamned "you need these to be competitive" modules. The difference between a fully elite, moduled up player and a basic player is large enough as-is. I do like your quirk flexibility idea though.

Agreed, as it is we have to buy a mech, often DHS/endo tax, replace plenty of equipment, then play it. Then buy two more mechs and play them for hours, possibly also making them half decent with c-bills. Then use all the gxp and cbills earned to buy one of up to three weapon modules. and the xp to unlock elite just to have a competitive mech.

making modules more necessary is throwing new players under the bus even more.

Each mech having a specific niche build that sets it apart through quirks is nice for those that aren't blessed with the hitboxes and hardpoints that make top teir mechs good at versatility anyways. If all quirks are more generalized then what makes a 4G and GI different?

#4 Zfailboat

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Posted 28 December 2014 - 08:40 PM

Well you could reduce the cost of the modules to compensate for the increased requirement.

The problem with quirks is that they do not allow customisation and reduce overall creativity which is one of the best parts of the game IMO. The problem with Modules is they are too expensive, but then they are designed to be the "End Game".

However the biggest problem by far is that quirks are not something PGI will ever make money from in its current format. So this does not encourage them to continue to refine this part of the game, which most players both old and new have found to be a positive feature. So by adding in the ability for PGI to actually earn some coin (and I am not suggesting loads by any means) from the sale of modules might encourage them to make it a part of the game that is actively developed as opposed to a design and forget part.

I was thinking that with this they could reduce the cost of modules by around 30% and then add a price to them - such as maybe 300 MC per 1 million worth of module or something.



#5 El Bandito

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Posted 29 December 2014 - 12:29 AM

I personally think weapon velocity quirk is cowdung. There is a reason why ER/PPC, and AC20 should have lower speed, which impacts its accuracy.

PPFLD.

You give them velocity buffs, and you risk having cheese PPFLD meta all over again.

Edited by El Bandito, 29 December 2014 - 12:33 AM.


#6 EvilCow

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Posted 29 December 2014 - 02:13 AM

Sorry OP but I don't feel that quirks have been a good idea. They just avoided fixing general balance in a proper way and introduced an arbitrary mechanism, now we have a split community arguing ad nauseam over factions balance.

good job

#7 Sigmar Sich

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Posted 29 December 2014 - 07:05 AM

I agree with idea in way - specific weapon quirks was a bad decision. It hurts diversity.
But i disagree about fixing it via weapon modules - why choose a mech which can be good with modules, if you can choose mech which is good already? For this to work, we need cheaper modules (i dont mind ^_^ )

I had a suggestion. It uses mostly generic quirks, and quirks for similar weapon types.
Though i guess system with only generic quirks would be fine too, as we can see by quirk changes, for example COM-2D and COM-3A.





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