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About Those Pilot Skills....


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#1 Tiamat of the Sea

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Posted 11 May 2015 - 11:45 AM

The current pilot skill/efficiency system is a placeholder. I'm not talking metaphorically- the original intent was to have a diversified selection of skills, a 'skill tree', and let pilots pick their skills to suit the 'mech. The current system was put in place to occupy that spot until some unknown later date at which a 'skill tree' system would be put in place.

It's been quite a while, and the skill system idea seems to have rather fallen by the wayside.

It is with that in mind that I would like to propose a skill system for use in MWO.

The intent of this proposal is to provide a skill/efficiency system that:
  • Contains only skills that have a tangible effect on gameplay (looking at you, Pinpoint.)
  • Allows pilots to select a set of skills that suit the role they've built their 'mech for.
  • Works with the existing efficiency system as an outgrowth of that, rather than a complete replacement.
  • Is customizable within certain limits, so that pilots who choose to develop skills from the same set won't necessarily be getting the exact same benefits as one another.
  • Consists of skill sets that encourage the diversification of 'mech function in combat; that is to say, encourage role warfare and information warfare just as much as (or possibly more than) current 'deathball' tactics ('deathball' tactics verging on a lack of tactics).
  • Can operate in tandem with known upcoming alterations to the game (particularly the briefly mentioned 'scouting missions').
This is going to be fairly long, and it's going to be pretty dense. But it has to be, as an analysis of rules, a breakdown of concept, and an explanation of what I'm trying to accomplish here. Anyone posting something to the effect of 'TL;DR' will be asked to leave the thread. You don't have to leave the thread, but I will ask.

I came up with this idea entirely on my own, and am perfectly willing to give up any rights that may be involved (I honestly don't know the legal end of this sort of thing, but I'd be happy to do whatever is necessary to let PGI use the idea).

Okay, so. Moving on to the breakdown of the current state of things, followed by my analysis, and my proposal.

For a quick reference, while the XP consumers currently in the game are known as both 'skills' and 'efficiencies', I will be referring to them as 'skills' only, for the sake of convenience. When I refer to XP, I mean experience points (I'm using an old gaming convention here).

Breakdown and Analysis:
Spoiler


The general concept of the system:
Spoiler


The resulting system:
Spoiler


The proposed skills:
Spoiler



Any numbers provided here are purely theoretical, I claim no supreme ability to accurately find precise amounts for changes without actually testing things.



.....anyway, that's my thought on a thing that could be done with skills. Time for lunch.

-QKD-CR0

#2 Tiamat of the Sea

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Posted 11 May 2015 - 02:25 PM

Concerning a Consequence

If you've been paying attention to the entirety of the previous post in this topic, you may have noticed that there are a few seeming oversights in the proposed alteration to the skills system. Namely, that certain skills (Kinetic Burst, Hard Brake, Cool Run, Heat Containment) are absolutely vital to the way the game currently operates- losing these has very severe effects on gameplay balance.

With that in mind, I'd like to make a follow-up suggestion, one that should be looked into even if the skill system is not revamped. Namely, that the values of these four skills be considered and then a certain amount of their power taken out and granted as a general improvement to all 'mechs regardless of skill purchase or lack thereof.

I've chosen these four skills for very good reasons.



Cool Run and Heat Containment are constantly vital to all 'mechs. Removing their benefits entirely- a full 15% heat dissipation rate boost and 20% heat threshhold boost after the doubling effect of Elite completion- would have a huge impact on how 'mechs operate in the game.

With the steadily decreasing time to kill on the battlefield, it's possible that lacking these skills would make the game saner, or at least give pilots more of a chance to correct their mistakes, as the amount of damage incoming just after a mistake would be rather attenuated. In which case leaving them at their full power for those who have the appropriate Role set would be inadvisable; any Role containing them would be automatically superior to a rather noticeable degree. In which case I would advise reducing them to a more reasonable level- 2.5% base (5% maximum) for Cool Run, and 5% base for Heat Containment.

If, on the other hand, it is decided that the time to kill is fine and it's more of an issue to be functionally taking away these benefits from pilots who choose not to use a Role that includes the skills, I would advise taking away the majority of their power and instead applying it as an across-the-board buff to all 'mechs. Say, reduce Cool Run to 2.5% base (5% after Elites) and apply a blanket 10% heat dissipation rate boost to all 'mechs, and then reduce Heat Containment to a 5% base (10% after Elites) and apply a 10% heat threshhold boost to all 'mechs.



Kinetic Burst and Hard Brake are used constantly by all 'mechs, and also have an effect (though somewhat more indirect) on time to kill. Any 'mech that jumps or even just descends a slope that is too steep to properly run down at the 'mech's horizontal speed uses Kinetic Burst regularly, and Hard Brake has a considerable effect on the ability of a 'mech to peek and then reverse direction reasonably.

I don't think it would be safe to just reduce both of these enough that 'mechs with them are not too strongly advantaged. Rather I'd advise sticking with the second route on both skills regardless- give all 'mechs a +25% acceleration rate increase and make Kinetic Burst a +10% boost (+20% after Elites) and, similarly, give all 'mechs a +25% deceleration rate increase and make Hard Brake a +12.5% boost (+25% after Elites).



This would keep things more in hand and allow more flexibility of skills to be actually realized, rather than leaving cases of pilots choosing the Brawler or Support roles in the excessively vast majority.

Edited by Quickdraw Crobat, 11 May 2015 - 02:40 PM.


#3 Tiamat of the Sea

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Posted 12 May 2015 - 10:30 AM

Bumping and reserving a post at the same time. Efficiency! (Not that I'm entirely certain I'm going to need the post, but...)

#4 Vegalas

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Posted 13 May 2015 - 01:10 PM

Wow, this definitely isn't the first topic about this subject but this is the longest one. I have on skimmed through your post but I already think you have some good ideas especially when comes to sorting out the skills in different categories. However I think making three different categories selectable for each mech is too complicated. Perhaps i just misread something though. Aren't the mechs driving the role-based gameplay anyways? I take it that the system proposed here is meant separate a pilot skill tree from a mech skill tree. I would totally agree with this idea and I also think it should be developed ASAP. Anyways respect for the post I think people should be paid for bringing out ideas like this and I hope somebody from the dev team reads this carefully. You have probably emailed this already, haven't you? It would be definitely worth the write up. Here is another thread for the record.

http://mwomercs.com/...__fromsearch__1

Edited by Vegalas, 13 May 2015 - 01:11 PM.


#5 Tiamat of the Sea

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Posted 13 May 2015 - 01:21 PM

Vegalas-

Actually, the intent is that while the shapes, hardpoints, quirks, and engine capacities of the 'mechs currently drive role-based gameplay, the Pilot Skill system could be used to further role-specialize. I'm recommending using the Pilot Skill system in this particular way specifically because the majority of 'mechs could easily fall into multiple roles. Allowing pilots flexibility as to what their Skills do to their 'mech's performance would enable not only specialization into particular roles, but also creativity on the pilot's part as to what skills are put together for a given 'mech for a given role, thus opening up new gameplay niches.

A close-combat Cicada, for instance, is typically built and functions virtually the same as a scouting or fire-support Cicada. The only serious difference is in what decisions the pilot makes during combat. A more diverse pilot skill system would allow decisions made outside of combat to influence the value of the 'mech in a given position during combat.

Keep in mind also that in the proposed system once a 'mech variant has a particular Role selected, the pilot is only looking at two skill lists for skill selection.

I haven't Emailed this anywhere as of yet, I was hoping to get more responses from other forumgoers and possibly take inspiration off of that for edits and alterations to the proposal.

Thanks for reading!

-QKD-CR0

Edited by Quickdraw Crobat, 13 May 2015 - 01:21 PM.


#6 AbsUserName

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Posted 13 May 2015 - 01:48 PM

Gotta have them all! I like this tree we have because all the skills are accessible. This "select from a group" may be nice for some people (because reasons...?), but I prefer to be perfectionist.

But seriously, I have many mechs with a hundred thousand xp, and have heard of people with 1,000,000 xp... why not allow them to get all the skills?

Perhaps a system where with plenty of xp one could open an extra skill, previously inaccessible? We are talking about hundred of thousands of xp, after all...

On an aside, I think this focus on selecting a set of skills is a relic of the past, where one could only get one profession, or very few university courses... Nowadays, one can master a great number of parallel skills, and even get many doctorates. This "you can only have one set of skills, and must unlearn one to get another" really is not up-to-date anymore.

Parallel skills as in MMA: you must be good at everything to stand a chance!

#7 Tiamat of the Sea

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Posted 13 May 2015 - 01:58 PM

View PostAbsUserName, on 13 May 2015 - 01:48 PM, said:

Gotta have them all! I like this tree we have because all the skills are accessible. This "select from a group" may be nice for some people (because reasons...?), but I prefer to be perfectionist.

But seriously, I have many mechs with a hundred thousand xp, and have heard of people with 1,000,000 xp... why not allow them to get all the skills?

Perhaps a system where with plenty of xp one could open an extra skill, previously inaccessible? We are talking about hundred of thousands of xp, after all...

On an aside, I think this focus on selecting a set of skills is a relic of the past, where one could only get one profession, or very few university courses... Nowadays, one can master a great number of parallel skills, and even get many doctorates. This "you can only have one set of skills, and must unlearn one to get another" really is not up-to-date anymore.

Parallel skills as in MMA: you must be good at everything to stand a chance!


The problem with this is that as time goes on the advantage given to players who have been around longer becomes overwhelming. If the skills had no net effect on the pilot's performance in the game, allowing a player unlimited access based on excess XP would make sense, but this is a directly competitive game. With each player in a position adversarial to essentially every other player, the advantage given by an ever-increasing number of skills would essentially remove fairness from the game.

On the flip side, the other possible perspective on doing things this way is that it results in a much longer 'grind' to reach the point where a given pilot has all of the skills for a given 'mech. This then forces more investment of time than there already is in the game, just to reach a point of parallel capability of 'mechs- and while the current 'grind' length is tolerable if a touch excessive by some standards, extending it further would only harm the game.

Ideally there would be some form of middle ground while keeping skills as relevant upgrades to capability, but this isn't possible, really. Either having all the skills is the standard and all players are functionally required to obtain all the skills to remain relatively competitive, or players who have been around longer gain an advantage that prevents the game from being fun for newer players who simply don't have the innate improvements to their 'mechs needed to keep up.

#8 AbsUserName

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Posted 13 May 2015 - 02:02 PM

About roles, I'd like to share a tale from the past (my TT past, actually).

The roles on stock builds are very fluid, and not always reflected on the boat-as-much-as-you-can, double-heat-sink-only reality of MWO. One would be heat neutral on each range, and have long, medium and short range arsenals. So one would fire, for example, each kind of lasers according to the distance of the target.

So almost every mech could fulfill every role, so the pilot, in general, would have to be good at every role also. (There are exceptions, of course: some mechs were specialists, like the Charger, which could melee or short range. But that's a isolated case.)

Edited by AbsUserName, 13 May 2015 - 02:03 PM.


#9 Tiamat of the Sea

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Posted 13 May 2015 - 02:19 PM

True, but that's based on the idea of not being able to change the load of a 'mech on a minute's whim. This is -not- the situation we have right now in MWO, so the game systems have to reflect this fluidity of build in order to ensure a balanced, fair basis for the gameplay experience.

#10 Tiamat of the Sea

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Posted 14 May 2015 - 02:22 PM

Keeping this in awareness.

#11 AbsUserName

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Posted 15 May 2015 - 05:13 AM

I sometimes imagine this game not as a pilot, but as a merc company, or military unit. So it would be very interesting in this game if we had many pilots for each account, and the pilot damage/eject injuries are reflected in the recovery time between battles: won with a still-functional mech, can drop another battle instantly; mech destroyed, must wait one battle to "get back to friendly lines"; mech had a cockpit exploded, must be bed-ridden for a day/week/month/you-know-what-I-mean.

And all those unused hundred of thousands of xp/gxp would be divided between this pilot pool. Unlocked the whole pilot skill tree? Go for a newbie/recruit pilot and grind on!

One side effect of this might be a specialization of some pilots in the pool, with some taking long-range support skills, others brawling, and others crack-elite taking them all.

#12 Tiamat of the Sea

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Posted 15 May 2015 - 07:38 AM

Interesting idea, Abs. I think that might be a bit much for new players to handle starting out, but that would be a very interesting way to set up the game. It would actually combine well with a skill tree/pilot specialization system like I've worked out here or others have proposed. Have you considered putting a little more time into creating the basics of a system and then proposing it here in Feature Suggestions? It would be interesting to see what kind of feedback you would garner.

#13 AbsUserName

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Posted 15 May 2015 - 08:29 AM

A first take would be to integrate the pilot rooster right there in the social tools, like a second unit.

The rooster would be available when setting up the drop deck; and on social tools, instead of "send message", one would "switch to this pilot".

Sorry for hijacking the thread, these are the last messages, unless you agree to further discuss the subject.

But it could integrate well with your pilot skill trees.

#14 Tiamat of the Sea

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Posted 16 May 2015 - 10:29 AM

For great justice, move out all bump.

#15 Uthael

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Posted 16 May 2015 - 05:35 PM

I am sleepy and I have to admit; I just threw a few glances at the post. However, I agree these changes seem good (at least some). Some efficiencies should have smaller drawbacks. For example; fast-fire could affect heat-efficiency or convergence or lock-on time but one could upgrade it further at the cost of more drawbacks.

#16 Tiamat of the Sea

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Posted 26 May 2015 - 01:09 PM

I'd really like to see more thoughts or comments on this.

Uthael, I'm not sure I follow what you're saying on drawbacks? Pilot skills (both current and in my proposed system) don't have drawbacks built into them....?

#17 Spleenslitta

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Posted 26 May 2015 - 01:27 PM

Clap clap clap. Well done.
I'd love it if something like this was put into the game. Don't mind the numbers....let's just come up with more ideas.
I'll be back if i come up with something.

#18 happy mech

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Posted 27 May 2015 - 12:34 PM

i like the diversity of the skills, however i would not stick to the current system but rather do something like the modules do
  • unlock any skill with xp (from any of the 4 classes, once you invest you do not lose it, which is a big thing for casual players)
  • activate the skills you want to use, 3 for mobility, 3 for sensors, 3 for weapons, 3 for heat management (with some "pick of 2" like if take 10% forward speed cannot take 10% backwards speed for example) to allow easy and affordable experimenting with builds (which for me personally is half of the game)


#19 Tiamat of the Sea

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Posted 27 May 2015 - 12:39 PM

View Posthappy mech, on 27 May 2015 - 12:34 PM, said:

i like the diversity of the skills, however i would not stick to the current system but rather do something like the modules do
  • unlock any skill with xp (from any of the 4 classes, once you invest you do not lose it, which is a big thing for casual players)
  • activate the skills you want to use, 3 for mobility, 3 for sensors, 3 for weapons, 3 for heat management (with some "pick of 2" like if take 10% forward speed cannot take 10% backwards speed for example) to allow easy and affordable experimenting with builds (which for me personally is half of the game)


An interesting idea, but I'd advise against it- you're talking about something of a balance nightmare for a small studio without spare man-hours like PGI. It would take a whole lot more work to ensure that no one set of skill selections is better than any other when working with a more free-selection setup like that.

Assuming PGI had the time and people to devote to working out and exhaustively testing a more flexible system something like you're describing, I'd gladly entertain the idea.





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