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Pilot Based Quirks

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#1 vettie

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Posted 03 January 2015 - 08:53 AM

Had a thought while posting in another thread....

What I would LIKE to see is PILOT based weapons quirks. This could come right from your very own stats. PGI already captures the data. Could be something simple like Medium Laser Specialist - adds cooldown / range to medium laser. Pilot would need to have a minimum amount of time using the weapon and a certain accuracy % before qualifying for the quirk. Again it would then be a module, you would need to spend GXP and CBills for just as now and would work with Mech quirks. This would add some individuality to pilots as well as the mechs themselves.

Just a thought

Anyone else?

#2 Darian DelFord

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Posted 03 January 2015 - 08:54 AM

The idea has merit, continue discussion

#3 BourbonFaucet

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Posted 03 January 2015 - 08:55 AM

The problem is that this would FURTHER harm new players. So I can't see it happening. It's not a terribad idea, but it'd be hard to do with the newer guys getting the shaft as it is.

#4 vettie

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Posted 03 January 2015 - 09:10 AM

View PostTechorse, on 03 January 2015 - 08:55 AM, said:

The problem is that this would FURTHER harm new players. So I can't see it happening. It's not a terribad idea, but it'd be hard to do with the newer guys getting the shaft as it is.


I dont disagree.
It would also give them some incentive (maybe) to work on what works best for them.
I have nearly 80 mechs, all mastered, yet my favourites are some that I started with, my first few mechs.

I stole this idea from megamech. Pilots have quirks in that game. Not sure about TT.

My thought was really simple. I am better using certain weapons across all chassis than with other weapons. In effect, I am a specialist with those weapons. Just an off the wall example - I have fired (since stat reset) my Medium Lasers (regardless of mech) almost 90,000 shots for an 85+% accuracy rate, while conversely, I have fired AC2's about 2,000 shots for only a 41% accuracy rate. Needless to comment, but I am better with medium lasers than I am with AC2s...

the Pilot modules could have Tiers, just like Weapons modules, i.e. certain number of shots and accuracy opens tier 1 to any pilot, then more and more until you get to tier 5. So 'new players' start earning qualification as soon as they fire a weapon. Maybe even include a module or 2 for them IN the CADET earning mode, that is, when they complete the Cadet bonus rounds (25 matches?) they get a notification that they qualify for X Pilot Module and give them a CBill discount.

#5 BourbonFaucet

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Posted 03 January 2015 - 09:21 AM

Possibly what you could do to refine the idea is to only allow a certain number of weapon skills to be active at any one time. So you could earn your qualifications for the Medium Laser, Large Laser, and PPC, but if you can only pick 2 at a time to be active, you won't have too huge an advantage, nor can run builds with more than 2 weapons systems without choosing one that doesn't get a quirk.

#6 EvilCow

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Posted 03 January 2015 - 09:27 AM

Pilots should have attributes that could improve the performance, for example:
1) Intelligence.
2) Situational Awareness.
3) Reflexes.
4) Communication Skills.
5) Coordination.
6) Stamina.








oh wait... they already have, work on yourself.

#7 vettie

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Posted 03 January 2015 - 09:27 AM

View PostTechorse, on 03 January 2015 - 09:21 AM, said:

but if you can only pick 2 at a time to be active, you won't have too huge an advantage, nor can run builds with more than 2 weapons systems without choosing one that doesn't get a quirk.


I like this.

healthy discussion too. No flames (yet, lol)

This is the kind of stuff that makes good discussion and good threads. Maybe, just maybe the Devs will see it and promote it or squash it.

Thanx and continue

#8 vettie

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Posted 03 January 2015 - 09:30 AM

View PostEvilCow, on 03 January 2015 - 09:27 AM, said:

Pilots should have attributes that could improve the performance, for example:
1) Intelligence.
2) Situational Awareness.
3) Reflexes.
4) Communication Skills.
5) Coordination.
6) Stamina.








oh wait... they already have, work on yourself.


1 - Out for me, I am basically a dumb a$$
2 - i am aware that any time I get on MWO to play that the cats seem to go crazt and require my attention. Does that count?
3 - I am old, reflexes shot - I am out
4 - i do manage to get on comms and I can still type, so there is hope here
5 - ref number 3 - Im out
6 - I do have stamina so again hope here

#9 Dirty Starfish

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Posted 03 January 2015 - 09:35 AM

This would work pretty well with a leveled matchmaker, but then there wouldn't be much point to the quirks as everyone would have them. Hmmm...

#10 EvilCow

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Posted 03 January 2015 - 09:36 AM

View Postvettie, on 03 January 2015 - 09:30 AM, said:


1 - Out for me, I am basically a dumb a$$
2 - i am aware that any time I get on MWO to play that the cats seem to go crazt and require my attention. Does that count?
3 - I am old, reflexes shot - I am out
4 - i do manage to get on comms and I can still type, so there is hope here
5 - ref number 3 - Im out
6 - I do have stamina so again hope here


1) Same
2) I have a niece and a nephew that are like your cats
3) Doubt you are older than me :)
4) Same
5) Same
6) Same

Returning to your point, adding more virtual "skills" would probably increase the grind and further reduce TTK globally, do we really need that?

#11 SiR LoThaR

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Posted 03 January 2015 - 09:39 AM

I would think it would encourage even more lrm spam if you could specialize in lrm accuracy. Further requiring nerfs (imo)

#12 LordKnightFandragon

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Posted 03 January 2015 - 10:01 AM

View PostTechorse, on 03 January 2015 - 08:55 AM, said:

The problem is that this would FURTHER harm new players. So I can't see it happening. It's not a terribad idea, but it'd be hard to do with the newer guys getting the shaft as it is.



There should be a Newplayer Q, for your first 50 games you are in against truly new players. The next 50 your in some sort of intermediate realm of moderately new players and those who hopefully by then have some degree of game knowledge and skill. At your 101'st game your in the real world out against all the normal players.

In those 100 games, your first 25 earns 100% more credits and xp+Cadet bonus, next 60 you get a 50% bonus and the last 15 you get standard game money. This would allow the new players to rank up, skill up and buy/sell and experiment with mechs and loadouts. Then by their 101st game, they have accrued some degree of skill, a few mechs, and havent been forced to face rofl stomps by elite 12 mans....

Also, during these 100 games, items sell back for 100% value, since a new player is likely to be doing alot of testing and messing up and its annoying to lose all your progress cuz you made a loadout and it just didnt work. Let them play around free of charge.

But new player experience, who cares about that....

Edited by LordKnightFandragon, 03 January 2015 - 10:05 AM.


#13 Mudhutwarrior

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Posted 03 January 2015 - 10:18 AM

I worry it would shoehorn players into one class of weapons. Right now I try to master one class at a time. If I had one that I was most effective with I would want to stay with that especially while grinding.

The comment about new players getting shafted has merit too. We need to consider retention here and that is seriously lacking.

#14 LordKnightFandragon

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Posted 03 January 2015 - 10:26 AM

View PostMudhutwarrior, on 03 January 2015 - 10:18 AM, said:

I worry it would shoehorn players into one class of weapons. Right now I try to master one class at a time. If I had one that I was most effective with I would want to stay with that especially while grinding.

The comment about new players getting shafted has merit too. We need to consider retention here and that is seriously lacking.



More so then modules already do? Cuz, since buying my PPC5 and LPL 5, I have a hard time daring to put anything else on my mechs, seeing as I spent the 6 million for the 2 mods, dont want them to waste.

#15 vettie

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Posted 03 January 2015 - 10:35 AM

View PostEvilCow, on 03 January 2015 - 09:36 AM, said:

3) Doubt you are older than me :)

Returning to your point, adding more virtual "skills" would probably increase the grind and further reduce TTK globally, do we really need that?


56 in 11 days.... some days feels like 86, some like 26

I dont see how it would increase the grind. Seems to me if a new pilot earned a quirk for a weapon AND bought the module for that pilot quirk, that they would become more effective with the weapon, thus reducing their grind. TTK could very well be reduced, true enough.

View PostSiR LoThaR, on 03 January 2015 - 09:39 AM, said:

I would think it would encourage even more lrm spam if you could specialize in lrm accuracy. Further requiring nerfs (imo)


I dont know, honestly. i have a couple of LRM boats and i am pretty dame good with yet my accuracy is sub 50% even using current LRm modules and LRm quirks...
I do respect your opinion tho. More food for thought


View PostLordKnightFandragon, on 03 January 2015 - 10:26 AM, said:



More so then modules already do? Cuz, since buying my PPC5 and LPL 5, I have a hard time daring to put anything else on my mechs, seeing as I spent the 6 million for the 2 mods, dont want them to waste.


maybe Pilot quirks could be less expensive, especially for the New Players (less than x amount of matches, then scale the cost as you gain matches / experience in game)

I am with you, Modules currently are expensive, but then again they are meant to be sort of an end game for pilots. I been playing since early closed Beta, and CBills are not so much an issue for me but they are for many, including new players, thus so many complaints about 'the grind'. - Retention...

Edited by vettie, 03 January 2015 - 10:39 AM.


#16 Water Bear

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Posted 03 January 2015 - 10:37 AM

Eh, it's a neat idea but I think you'd have to change it. I for one go through phases -- I only feel like playing an ER PPC Awesome for a few weeks, then the medium laser hunchie, then an AC/20 black jack pop tart...

I really don't want to be pinned down to one weapon or play style so I would not benefit significantly from such a game mechanic. Nor would I want to be encouraged to have 1 play style.

#17 vettie

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Posted 03 January 2015 - 10:44 AM

View PostWater Bear, on 03 January 2015 - 10:37 AM, said:

Eh, it's a neat idea but I think you'd have to change it. I for one go through phases -- I only feel like playing an ER PPC Awesome for a few weeks, then the medium laser hunchie, then an AC/20 black jack pop tart...

I really don't want to be pinned down to one weapon or play style so I would not benefit significantly from such a game mechanic. Nor would I want to be encouraged to have 1 play style.


Thats why you could earn quirks in multiple weapons, EVEN MECH handling / class, and equip them as needed depending on what you 'felt' like that day / hour. Lasers today / ac20 tomorrow or combine them (up to 2 per mech)...

#18 Mudhutwarrior

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Posted 03 January 2015 - 10:50 AM

View PostLordKnightFandragon, on 03 January 2015 - 10:26 AM, said:



More so then modules already do? Cuz, since buying my PPC5 and LPL 5, I have a hard time daring to put anything else on my mechs, seeing as I spent the 6 million for the 2 mods, dont want them to waste.


I agree that to is a problem. I have opened up most of the weapons modules but at the prices they are I still have yet to equip a few mechs. I tend to load each one before buying a new mech. I can see how this would only compound the problem with the grind as bad as it is. People would stick with their best equipped mech at least when grinding. Doesn't make sense not to.

#19 Jolly Llama

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Posted 03 January 2015 - 01:57 PM

View Postvettie, on 03 January 2015 - 08:53 AM, said:

Had a thought while posting in another thread....

What I would LIKE to see is PILOT based weapons quirks. This could come right from your very own stats. PGI already captures the data. Could be something simple like Medium Laser Specialist - adds cooldown / range to medium laser. Pilot would need to have a minimum amount of time using the weapon and a certain accuracy % before qualifying for the quirk. Again it would then be a module, you would need to spend GXP and CBills for just as now and would work with Mech quirks. This would add some individuality to pilots as well as the mechs themselves.

Just a thought

Anyone else?



LOL, right. A skill and weapon preference based buff that is applied to all mechs you pilot. There is nothing about skill or play style preferences in this game that will ever get love from PGI. We must all have an equal chance, no matter how much skill we have. You will be lucky to quit playing this game before we are all forced to drop in Banshees with nothing but torso mounted large lasers, that do small laser damage, firing only on chainfire to avoid ghost heat penalties.

Skill based buffs, I am still laughing at the thought of that one ever being considered. It would make the, literal, months of seat time I have in a mech worth something.

And how would they charge us money for this? God forbid we could get better by not paying money.

*Edited for further sarcasm

Edited by geodeath, 03 January 2015 - 02:00 PM.


#20 Pjwned

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Posted 03 January 2015 - 02:15 PM

We already have enough grind in the game, there doesn't need to be more.

View PostLordKnightFandragon, on 03 January 2015 - 10:26 AM, said:



More so then modules already do? Cuz, since buying my PPC5 and LPL 5, I have a hard time daring to put anything else on my mechs, seeing as I spent the 6 million for the 2 mods, dont want them to waste.


The new weapon modules are also a problem and they should come with drawbacks like they did before.

Edited by Pjwned, 03 January 2015 - 02:20 PM.






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