Jump to content

Role Warfare Idea


8 replies to this topic

#1 Evan20k

    Member

  • PipPipPipPipPipPip
  • The Tyrant
  • The Tyrant
  • 491 posts

Posted 09 June 2015 - 03:05 PM

You know how you can only use one consumable per slot per match? You know how there's a charging period for airstrikes and arty after a round starts?

Let light mechs have recharging UAVs so they actually can feel like scout mechs and bring intel over the course of an entire match as opposed to in quick bursts. This mitigates but doesn't outright solve some of current problems ECM has.

Edited by Evan20k, 09 June 2015 - 03:06 PM.


#2 Tristan Winter

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 2,530 posts
  • LocationNorway

Posted 09 June 2015 - 03:16 PM

Excellent idea! And then increase the cost of using the UAV exponentially.
  • 1st use: 40,000 C-bills
  • 2nd use: 80,000 C-bills
  • 3rd use: 50 MC
  • 4th use: 125 MC
  • 5th use: 1000 MC
  • 6th use: 0.99 dollars
  • 7th use: 240 dollars
But cerealsly, PGI should have 5 different kinds of consumables available to all mastered mechs and make them free to use. Neither C-bills nor MC should be a balancing factor for equipment used in a match. Give us UAVs, Artillery & Airstrike, Cool shots and 2 other kinds of consumables that would give some semblance of role warfare. (e.g. speed boost, jump jet recharge, weapon jam unblocker, sensor range boost, etc)

#3 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 09 June 2015 - 06:31 PM

I'm going to shamelessly plug my own idea to help facilitate RW:

View PostFupDup, on 06 June 2015 - 09:32 AM, said:

I think that the whole module system should be revamped a second time, this time focusing on actual module class differentiation. The current system of mech/consumable/weapon doesn't have anything to do with roles or strengths/weaknesses. The consumable slot in particular is a blatant money sink, trying to get you to pay to fill up all of your mod slots (before the mod update you could fill up all your slots with passive mods).

There should be a lot more specific categories for "Modules 3.0" or whatever we want to call it.


The categories that I would start with would be the following:



Scout/Recon/Sensors: These modules will either help you gather info about the red team, or hide info from the red team. Includes Seismic Wallhack, Radar Derp, UAV, Target Decay, Sensor Range, Target Info, and 360 Targeting.

Offense: These modules are for mechs who take the fight right to the front door. Right now this would mostly entail weapon cooldown mods. Coolant Flush might go here as well?

Defense: These modules are for being a hardass and not dying, things that make you tougher. Right now we only have Advanced Gyros for this category, and it's laughably underpowered... We need more defensive-focused modules. Stuff like increased internal structure on certain body sections (i.e. "Center Torso Structure Module"). Maybe add a consumable turret drop if PGI really insists on their money sinks.

Support: Similar to offense, but less about direct confrontations and more about being methodical and keeping the red team at arm's reach. Weapon range modules would go here, along with Artillery and Airstrikes. I think that Advanced Zoom might go here too.

Mobility: Modules that make you maneuver better. Right now our only mobility mods are Speed Retention and Hill Climb. We need more mods in this category, like a small speed boost (+5%), some agility mods, JJ boost, etc.

Generalist: This module slot type exists for mechs whose role is to be a versatile jack-of-all-trades. This slot type can fit any module from any other category. This namely applies to most mediums, along with some other various mechs here and there.


Those are the only ones I can think of for now. After doing all that jazz above, module slot categories would actually pertain to a mech's role or strengths/weaknesses rather than the current way-too-broad system that doesn't do such.


#4 Madcap72

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 752 posts
  • LocationSeattle

Posted 09 June 2015 - 11:27 PM

View PostEvan20k, on 09 June 2015 - 03:05 PM, said:

You know how you can only use one consumable per slot per match? You know how there's a charging period for airstrikes and arty after a round starts?

Let light mechs have recharging UAVs so they actually can feel like scout mechs and bring intel over the course of an entire match as opposed to in quick bursts. This mitigates but doesn't outright solve some of current problems ECM has.

Or, how about light mechs actually do their role and scout the enemy? Lights can stay out of sensor range, maintain visual, and report locations and headings... Don't even need a UAV to do that.

#5 Rushmoar

    Member

  • PipPipPipPipPipPip
  • The Tracker
  • The Tracker
  • 266 posts

Posted 10 June 2015 - 12:53 AM

View PostEvan20k, on 09 June 2015 - 03:05 PM, said:

You know how you can only use one consumable per slot per match? You know how there's a charging period for airstrikes and arty after a round starts?

Let light mechs have recharging UAVs so they actually can feel like scout mechs and bring intel over the course of an entire match as opposed to in quick bursts. This mitigates but doesn't outright solve some of current problems ECM has.


This is a nice idea but UAVs don't make or brake a scout mech. Sensor ranges need to differ from light to assaults and not be a flat 750m across the board. Lights need more mech module space for modules designed for scouting. That's how I would start.

Right now our informational warfare is limited to ECM and counter ECM.

Edit: What I would like to see is that TAG be invisible to the enemy. Only you and your team should see a TAG you are using. Now if the enemy team wants to detect a TAG, they should equip say BAP in order to see if a TAG is pointed their way. Small changes like this I think can go a long way.

Also, hardly no one equips BAP or CAP but people still complain about how much ECM there is out there. This could give yet another reason to equip one.

Edited by Rushmoar, 10 June 2015 - 01:12 AM.


#6 Joseph Mallan

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 35,216 posts
  • Google+: Link
  • Facebook: Link
  • LocationMallanhold, Furillo

Posted 10 June 2015 - 01:07 AM

View PostRushmoar, on 10 June 2015 - 12:53 AM, said:


This is a nice idea but UAVs don't make or brake a scout mech. Sensor ranges need to differ from lightscouts to assaults combat Mechs and not be a flat 750m across the board. Lights need more mech module space for modules designed for scouting. That's how I would start.

Right now our informational warfare is limited to ECM and counter ECM.
So long as those module were specifically "Scout slots". This way the extra slots can only be used for you know, the scouting role.

#7 Nightmare1

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 7,636 posts
  • Twitch: Link
  • LocationPeeking over your shoulder while eating your cookies.

Posted 10 June 2015 - 05:57 AM

Oh look, another "nerf consumables" thread. <_<

#8 CDLord HHGD

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,190 posts
  • Location"You're not comp if you're not stock."

Posted 10 June 2015 - 05:59 AM

We need a new module that lets a mech drop a barricade or something to hinder the movement of other mechs for a period of time.....

#9 Lykaon

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,815 posts

Posted 10 June 2015 - 08:51 AM

View PostMadcap72, on 09 June 2015 - 11:27 PM, said:

Or, how about light mechs actually do their role and scout the enemy? Lights can stay out of sensor range, maintain visual, and report locations and headings... Don't even need a UAV to do that.


The big issue with that is there is a much lower skill cap for UAV use :P

View Postcdlord, on 10 June 2015 - 05:59 AM, said:

We need a new module that lets a mech drop a barricade or something to hinder the movement of other mechs for a period of time.....



Or maybe Thunder LRMs?





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users