Edited by Tarogato, 16 April 2015 - 01:52 PM.
Should We Allow Mixed Dropdecks?
#1
Posted 16 April 2015 - 01:51 PM
#2
Posted 16 April 2015 - 02:12 PM
#3
Posted 16 April 2015 - 02:20 PM
Of course that would require fixing contracts so breaking them actually meant something.
#4
Posted 16 April 2015 - 02:32 PM
Mixed drop decks is beyond 'in for a penny in for a pound' balance decisions. it makes faction membership utterly irrelevant or belonging to Clans/IS utterly irrelevant. It is an idea so bad that other bad ideas look at it and shake their head.
#5
Posted 16 April 2015 - 02:50 PM
Although even though he was being sarcastic trolls and giants would be fun! XD
#6
Posted 16 April 2015 - 03:15 PM
This vote could change with future shards of CW (different time periods added with their own restrictions to keep mechs appropriate to that time period) and with a more robust salvage system.
Before you bring up that Lore shouldn't be used as a limiter on players at all- Lore is what sets the setting. Warthunder doesn't let you drop with any mix of German, Russian or American tanks in your deck- instead your selection is limited to the nationality you queue as. MWO should be keeping those same lines.
#7
Posted 16 April 2015 - 03:21 PM
Also, keeping Clan mech s for Clans and IS mechs for IS is just about the only thing in MWO that gives any significance to choosing one faction over another.
Edited by IronClaws, 16 April 2015 - 03:25 PM.
#8
Posted 16 April 2015 - 03:30 PM
What would work to the benefit of the game IMHO:
Allow to add some 'enemy' tonnage in the form of 1 mech as a reward for achieving top faction loyalty and only for the loyalist players. 4th best rank would allow you to have 1 mech of 25 tons or lower, 3rd rank from the top - 50 tons, 2nd - 75, 1st - 100. To make things harder, salvaged mechs could take up more drop deck tonnage that they actually weight (eg. 50% more)
Expected results:
1. Salvaged tech presented in the game somewhat
2. Incentive to stay loyal (we really need this one)
3. Minor impact on the CW itself - an option only for long-term loyalists, only 1/4 of the drop deck affected, penalties.
#9
Posted 16 April 2015 - 04:46 PM
Prof RJ Gumby, on 16 April 2015 - 03:30 PM, said:
Allow to add some 'enemy' tonnage in the form of 1 mech as a reward for achieving top faction loyalty and only for the loyalist players. 4th best rank would allow you to have 1 mech of 25 tons or lower, 3rd rank from the top - 50 tons, 2nd - 75, 1st - 100. To make things harder, salvaged mechs could take up more drop deck tonnage that they actually weight (eg. 50% more)
Expected results:
1. Salvaged tech presented in the game somewhat
2. Incentive to stay loyal (we really need this one)
3. Minor impact on the CW itself - an option only for long-term loyalists, only 1/4 of the drop deck affected, penalties.
I like the idea that you can earn a salvaged clan mech, or a gift from the forges of Outreach/Blackwell Industries or something. I think that this mech should be given ONLY to people with permanent contracts with a faction. I would not limit the tonnage, but I could see allowing a single mech in the drop deck. Likewise, the clanners, if they want to slum it with IS technology, they should have an ample supply of isorla to choose from. The trick is, if you're using a clan mech in your drop deck as a house warrior, you should not earn any money from it. (Finding spare parts is expensive!) Likewise for the clanners. To resort to using isorla suggests you lost your clan mech, lost face, lost honor.
In any case, it allows for
1. Salvage to play a part. (Provides a way to earn and use salvage.)
2. Gives an incentive to stay loyal. (Gives options to perma-contract players not available to others. I also argue each rank should be worth 5 tons of mech, so at rank 5, you could salvage a 25 ton mech and so on.)
3. Minor impact on CW. (You can replace a mech in your drop deck, but you earn less.)
4. Penalties for leaving the faction is the loss of the privileges, and loss of C-bills for breaking the perma-contract.
Edited by Peiper, 16 April 2015 - 04:50 PM.
#10
Posted 16 April 2015 - 05:03 PM
A Mech you could use anytime as a merc. Alongside any other of the "special Mechs".
Plus you also don´t earn C-Bills.
Good idea. I´m sure the days of mercs are numbered.
(Recent events obliege me to add something to this post:
*trollface*
Thank you for your time)
Edited by Molossian Dog, 16 April 2015 - 08:34 PM.
#11
Posted 16 April 2015 - 07:55 PM
What really scares me is that after single hardpoint weapon quirks and the new decision to not reset the map (the only real thing with a hope of drawing people back to CW and MW:O in general) I have no real reason to trust that PGI won't see this terribad set of ideas and go 'huh, yeah. We should do that. Also we should add quirks to certain mechs to use opposite faction weapons. That's an awesome idea!'
Kill this thread. It's giving me nightmares.
#12
Posted 16 April 2015 - 08:31 PM
Really sure? Maybe read it again.
Edited by Molossian Dog, 16 April 2015 - 08:32 PM.
#13
Posted 16 April 2015 - 08:36 PM
#14
Posted 16 April 2015 - 08:46 PM
Molossian Dog, on 16 April 2015 - 08:31 PM, said:
Really sure? Maybe read it again.
Yeah, okay, read it again. I disagree partly with your post. Mercs shouldn't get the perks that loyalists get. This is not because I don't see a precedent set for mercs having access to clan tech (Kell Hounds, Wolfs Dragoons), but because I think loyalists should have perks that outweigh those who would hop factions. Currently, you are more rewarded for hopping factions than staying in one, especially as the Loyalty Points necessary to hit the big rewards go up exponentially each level. So, give loyalists something more to grind for, and strip them of it if they switch factions (unless they go to another faction they've already ground out hours and hours of game-time to reach similar ranks, I guess).
Right now there is no difference being a merc or a loyalist. Permanent contracts will HELP make that difference, but who would take a permanent contract if they didn't get something out of it? Do you have a better idea?
I get really sick of hearing that PGI can't do an economy, can't do salvage, the balance will be broken, it's too hard, etc... Creativity wins, stagnancy and excuses lose.
Edited by Peiper, 16 April 2015 - 08:51 PM.
#15
Posted 16 April 2015 - 08:59 PM
#16
Posted 16 April 2015 - 09:05 PM
Mycrus, on 16 April 2015 - 08:59 PM, said:
Me too. I keep meaning to mock up a list of mechs so that each faction gets the same number of mechs with bonuses, but then I get lazy when I realise you have to dig pretty hard into the lore to figure it out sometimes.
#17
Posted 16 April 2015 - 09:11 PM
Peiper, on 16 April 2015 - 08:46 PM, said:
I have an idea, look at my sig, or here... http://mwomercs.com/...r-corps-and-cw/
#18
Posted 16 April 2015 - 09:30 PM
Mycrus, on 16 April 2015 - 08:59 PM, said:
YES. This would improve MUH IMMERSIONS and I fully support anything doing just that. Hell, anything differentiating the factions besides the map (which is admittedly somewhat pointless since planetary bonuses are a bit off the table according to the Town Hall notes) would be great. Right now the only differences are who can attack what, faction picture beside your pilot name, and the people in your faction.
+1 m8
..of course, maybe it doesn't hurt that the FRR could have feasibly used plenty of mechs in their attempted defense of home. Lovely DCMS and Steiner salvage from previous occupation, in addition to any domestic mechworks...
Edited by Sandersson Jankins, 16 April 2015 - 09:33 PM.
#19
Posted 16 April 2015 - 09:41 PM
#20
Posted 16 April 2015 - 09:51 PM
IS just IS plus salvaged.
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