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Masc Proposal That Works With Lights, Case Studies Flea & Shadow Cat Included


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Poll: MASC Proposal (42 member(s) have cast votes)

Your thoughts on the proposed MASC implementation

  1. Yes, good idea! (11 votes [26.19%] - View)

    Percentage of vote: 26.19%

  2. Yes, with some minor tweaks (17 votes [40.48%] - View)

    Percentage of vote: 40.48%

  3. No, albeit some good thoughts in it (7 votes [16.67%] - View)

    Percentage of vote: 16.67%

  4. No, this is madness! (5 votes [11.90%] - View)

    Percentage of vote: 11.90%

  5. Undecided, I'll think about it (1 votes [2.38%] - View)

    Percentage of vote: 2.38%

  6. TL;DR; But I'll give it a keep alive vote (1 votes [2.38%] - View)

    Percentage of vote: 2.38%

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#21 Myke Pantera

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Posted 19 February 2015 - 02:39 PM

View PostDraykin, on 19 February 2015 - 12:49 PM, said:

I don't see why people keep saying that MASC needs some sort of totally new and unique implementation. It's not a problem of PGI not knowing how to implement MASC, but a problem of hit registration. There's a limit to how fast a 'Mech can go before there are hit reg. problems, and as it stands, this "version" of MASC might not push 'Mechs over that limit... but it seems like it's designed for Heavier 'Mechs only. 20kph isn't that big of a deal for Lights in most cases, while Assaults will LOVE MASC TO DEATH. Not only that, but it doesn't really make much logical sense for a system to increase the speed of a 25 ton machine the same amount it increases the speed of a 100 ton machine.

You did read the part about the weight dependent recharge time right? So while the Flea gains the same amount of speed a direwhale would gain, it can reuse MASC after 4 seconds while the Direwhale hast to wait 20. Further due to slower overall acceleration the Direwhale wouldn't reach the full +20 as quick as the Flea would. Further it weights 5times as much and takes 5times as much critical spaces on the Assault.
If you prefer to wait for PGI to fix HSR first and allow speedlimits above 200kph so you can have a canon MASC impl. than good luck to you Sir. I'd prefer an implementation that deals with the limitations of this game. But to each his own!

Edited by Myke Pantera, 19 February 2015 - 11:48 PM.


#22 Dagorlad13

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Posted 21 February 2015 - 11:52 PM

MASC needs to be a toggle. When activated, you get the speed boost, but after 5 seconds, you begin to take increasing leg damage until you toggle MASC off (similar to how override now works).

#23 MrMainiac

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Posted 10 March 2015 - 03:21 PM

I like everyones idea so far on MASC. Would like to see a higher increase in speed boost but I understand for limitation reasons.

An idea (going off of IronClaws idea), have it be a toggle. After 3 seconds you get a warning saying "WARNING! MASC EXCEEDING RECOMMENDED LEVELS". After 5 seconds start having the game check every second to see if the internals on the legs start taking damage. Start off with a low percent, around 10% chance. Every second should increase the percent chance to cause damage by 15% (example: 5-6 seconds = 10%, 6-7 seconds = 25%, 7-8 seconds = 40% ect.). Once the game says yes start taking damage, first second is only 2.5 damage, but have it double each second after the damage started (example: 0-1 second = 2.5 damage, 1-2 seconds = 5 damage, 2-3 seconds = 10 damage, 3-4 seconds = 20 damage ect).

Also enable a cooldown period after using MASC, to simulate giving the myomers in your legs a rest before getting stressed again. Double the cooldown for anybody who takes damage from MASC, simulating the myomers reaching a breaking point and requiring more time to recouperate before another use.

Another thought came to mind on the cooldown. Could instead of locking out MASC till the cooldown, allow the player to override the cooldown. This override comes with risks though. You only get 1 second of "no damage chance" use, then the damage counter will come in to play. Those who came out of MASC receiving damage could be locked out until the cooldown.





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