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Quirks Based On Location.


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#1 Hatachi

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Posted 08 February 2015 - 04:47 PM

Just wanted to throw the general idea out for conversation. What are thoughts on mech quirks being based on particular body sections. They already do this with armor and internals, so it would be that huge of a jump of logic. It wouldn't make everything perfect, but it might fix some issues of mechs with great quirks putting weapons standard to their build in more advantageous hardpoints. It could lead to mechs receiving quirks to multiple weapons types on different body parts that could also lead * maybe possibly* to people taking more balanced loadouts by taking advantage of multiple weapons quirks across multiple body parts.

This isn't an idea I've spent a ton of time thinking about like my jump jet thread, just a thought that popped in my head I thought worth discussion.

#2 SuomiWarder

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Posted 08 February 2015 - 07:45 PM

You mean like an energy quirk that only applied to say the arm energy mounts and not others the mech might have ?

Might be an unwarrented complexity - but it would stop the 3 ER PPC thunder if only one or two energy mounts got the big bonus. Well, slow it down a bit anyway. Maybe there could be clan Omni sections with quirks rather than the entire mech.

Not sure what the B Tech lore would be to support such a change though.

Edited by SuomiWarder, 08 February 2015 - 07:45 PM.


#3 Brody319

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Posted 08 February 2015 - 07:57 PM

View PostSuomiWarder, on 08 February 2015 - 07:45 PM, said:

You mean like an energy quirk that only applied to say the arm energy mounts and not others the mech might have ?

Might be an unwarrented complexity - but it would stop the 3 ER PPC thunder if only one or two energy mounts got the big bonus. Well, slow it down a bit anyway. Maybe there could be clan Omni sections with quirks rather than the entire mech.

Not sure what the B Tech lore would be to support such a change though.


we already ****** the lore and left the body in a ditch somewhere in mexico.

I think its better they restrict quirks to specific sections of a mech because otherwise we get some broken builds.

#4 Hatachi

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Posted 08 February 2015 - 11:35 PM

View PostSuomiWarder, on 08 February 2015 - 07:45 PM, said:

You mean like an energy quirk that only applied to say the arm energy mounts and not others the mech might have ?

Might be an unwarrented complexity - but it would stop the 3 ER PPC thunder if only one or two energy mounts got the big bonus. Well, slow it down a bit anyway. Maybe there could be clan Omni sections with quirks rather than the entire mech.

Not sure what the B Tech lore would be to support such a change though.


I think it would make things actually fit more, lore wise. Weapons would naturally work better in the locations/ports that they ran through originally as a factory default. Think of the cooling jacket especially made for the Vindicators arm. I believe one or two early books even had failure rates for weapons placed in unusual places for the mech you could roll for, as additional rules. It also might might help lore wise by seeing a larger mixture of weapons that naturally mounted multiple weapon systems. You could could even cut it 50/50. You could say 12.5% energy reduction for all energy weapons; 12.5% larger laser heat reduction for Large Lasers in the left arm. That example isn't from any exact mech, but gets the idea across.

As for convolution, we already have certain body parts that have, percentage wise, more armor/ internals for free than other areas. I just think this would be a natural extension of this idea.

#5 Cyborne Elemental

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Posted 08 February 2015 - 11:55 PM

I think per-hardpoint quirks would be a great way to control meta or boat builds, keeps things balanced much more so than we have now.

2 problems though.

1.Ghost heat, a discussion all in its own, and what to do with it, and would there be any need at all for it with a system like that?

2. The coding aspects of setting up a system like that, would be a nightmare for the programming team, it would require some very complex changes to the weapons system in place now.

Edited by Mister D, 09 February 2015 - 12:44 AM.


#6 Jaeger Gonzo

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Posted 09 February 2015 - 03:27 AM

I think such a change would be huge quality rise.

#7 El Bandito

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Posted 09 February 2015 - 03:38 AM

View PostMister D, on 08 February 2015 - 11:55 PM, said:

I think per-hardpoint quirks would be a great way to control meta or boat builds, keeps things balanced much more so than we have now.

2 problems though.

1.Ghost heat, a discussion all in its own, and what to do with it, and would there be any need at all for it with a system like that?

2. The coding aspects of setting up a system like that, would be a nightmare for the programming team, it would require some very complex changes to the weapons system in place now.



Dump the Ghost heat and ditch the body in Mexico as well. There are so many better and simpler ways of balancing the big alpha issues.

Edited by El Bandito, 09 February 2015 - 03:38 AM.


#8 Alistair Winter

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Posted 09 February 2015 - 03:41 AM

I love it.

There is not enough incentive to put weapons in the arms on many of the mechs in this game.

#9 _Ares_

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Posted 09 February 2015 - 04:20 AM

Great idea. I support it!

#10 Lily from animove

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Posted 09 February 2015 - 05:19 AM

yes and no.

the issue is high quirks on mechs that can boat. Your solution will work to prevent a mech having the boatability across various sections. but when randomness of the mech decides that this location has many quirks? Those mechs would still be the exception.

in the end, it is already the process of choosing the right quirks that has to be done right, the rest is rather much bandaiding or leaving design holes.

So the only solution being further would be bounding it to the specific hardpoint. But this is going to make the game way too complex for a newbie.

Edited by Lily from animove, 09 February 2015 - 05:20 AM.






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