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Most Wanted Features!


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#301 RedMercury

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Posted 29 August 2015 - 09:11 PM

Greetings.

I would like to see bar-graph based damage display for your own mech (as an option). Please also indicate, on this bar graph using color, how much damage was sustained in the most recent volley.

The reason is I find the current damage display insufficiently detailed to judge how much fire I am taking. This is important because often times the visual presentation of weapon strikes are insufficient to make an accurate judgement.

(Even better would be a text-based readout, via some kind of console or toggleable floating text display, of damage from specific weapons to specific locations, and the resulting criticals.)

Thanks.

#302 Palor

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Posted 29 August 2015 - 09:20 PM

I would love to see a Strip All feature that removes all the selected items from all your mechs.

#303 MW222

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Posted 30 August 2015 - 02:23 AM

View PostRedMercury, on 29 August 2015 - 09:11 PM, said:

Greetings.

I would like to see bar-graph based damage display for your own mech (as an option). Please also indicate, on this bar graph using color, how much damage was sustained in the most recent volley.

The reason is I find the current damage display insufficiently detailed to judge how much fire I am taking. This is important because often times the visual presentation of weapon strikes are insufficient to make an accurate judgement.

(Even better would be a text-based readout, via some kind of console or toggleable floating text display, of damage from specific weapons to specific locations, and the resulting criticals.)

Thanks.

Yes I agree, other then the Mech Icon on the bottom left the only other indicator is the Lance display upper left and that is a little to hard to read in the middle of combat. A larger display for that would be nice.

View PostMW222, on 30 August 2015 - 02:20 AM, said:

Yes I agree, other then the Mech Icon on the bottom left the only other indicator is the Lance display upper left and that is a little to hard to read in the middle of combat. A larger display for that would be nice.

Isn't that all ready in the stats quirks dialog? Bottom right hand of the Mech lab in the expanded view?

#304 IraqiWalker

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Posted 30 August 2015 - 05:44 AM

View PostMW222, on 30 August 2015 - 02:23 AM, said:

Yes I agree, other then the Mech Icon on the bottom left the only other indicator is the Lance display upper left and that is a little to hard to read in the middle of combat. A larger display for that would be nice.


Isn't that all ready in the stats quirks dialog? Bottom right hand of the Mech lab in the expanded view?


Did you just quote your own post, and respond to it?

#305 MW222

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Posted 30 August 2015 - 08:54 AM

View PostIraqiWalker, on 30 August 2015 - 05:44 AM, said:


Did you just quote your own post, and respond to it?

Web page was a little fubar last night one of the back bones was down. Ah Level3. Forum page kept locking up.

Edited by MW222, 30 August 2015 - 08:55 AM.


#306 Spleenslitta

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Posted 30 August 2015 - 09:21 AM

I'd like to have Rifles with their -3 damage against armor but with a really good chance at criting internal components or extra structural damage in MWO.
Naturally they need an increase in ammo count from the boardgame just like the AC's.

#307 Not A Real RAbbi

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Posted 31 August 2015 - 10:02 PM

Mobile app. MWO Lab, or something.

I want to be able to do the following few things, on my iPhone (or Android or Windows powered mobile device):

-Check the current state of my accounts (C-Bills, MC, GXP)
-Check my mechbays (a quick tile for each full mechbay, showing the type of mech in there by chassis & variant, and a blank tile for empty mech bays)
-Check the loadout and unlocked skills on a given mech by selecting it from its mech bay (quick stuff, maybe like the Smurfy forum plugin, as well as which skill level and which skills I have unlocked for the selected chassis/variant)
-Within a mech's bay, see the effective (considering equipped modules, unlocked skills, etc.) ranges of weapons, cooldown times, etc., as well as time-to-overheat at full alpha.
-See a match history, showing the last 10 (25? SOME set number less than ALL, of course) matches' scores, kills, assists, damage, and W or L, as well as what Chassis/Variant each match was in (with a link to it, if it's still in the inventory, to one-click to that variant's mech bay)
-See a match history (10 most recent, perhaps?) for a given mech, by selecting that in the mech's bay
-See selected statistics from the 'stats' page of my MWO profile, including overall KDR and W/L, and all that coolness
-Maybe also see a quick links page to the last so-many (5? 10?) forum posts I've written, and be able to view those from the app (alternately, be able to open a link to them in the device's default browser)

And, y'know, whatever else a decent app does.

A guy can dream, right?

#308 Leopardo

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Posted 31 August 2015 - 11:23 PM

RESCALE - total rescale i mean - not 1-2 mechs - mechs. pilot size. maps and the objects like trees and housez atc - must be scaled properly....with same measure!!!!!! i dont fell like mechs are big. dont feel like im sitting high (horizon)

#309 MW222

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Posted 31 August 2015 - 11:53 PM

View PostLeopardo, on 31 August 2015 - 11:23 PM, said:

RESCALE - total rescale i mean - not 1-2 mechs - mechs. pilot size. maps and the objects like trees and housez atc - must be scaled properly....with same measure!!!!!! i dont fell like mechs are big. dont feel like im sitting high (horizon)

That could work, I do get the feeling that I not a hulking giant. Back in MW3 & 4 there seemed to be a better size perspective I think.

#310 Lanzman

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Posted 03 September 2015 - 06:33 PM

Y'know what might be neat, and I'm not even sure it's technically possible, is random maps. I don't mean random drops onto pre-made maps, I mean maps that are randomly generated on the fly, when a match is being put together. Some swamp here, a cliff over there, maybe a bubbling volcanic vent there, a small group of buildings over here . . .

Random drop/spawn points, too. I imagine there'd have to be some kind of rule against the two teams dropping right on top of each other (tho that might actually be amusing!) but then scout mechs would have to actually scout, figure out the terrain, see where the bad guys were. Like that. You wouldn't know to just run for this point here for an advantage. You wouldn't know where the capture points were, or the enemy base. But like I said, don't know that such a thing is even possible.

#311 IraqiWalker

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Posted 05 September 2015 - 10:09 AM

View PostLanzman, on 03 September 2015 - 06:33 PM, said:

Y'know what might be neat, and I'm not even sure it's technically possible, is random maps. I don't mean random drops onto pre-made maps, I mean maps that are randomly generated on the fly, when a match is being put together. Some swamp here, a cliff over there, maybe a bubbling volcanic vent there, a small group of buildings over here . . .

Random drop/spawn points, too. I imagine there'd have to be some kind of rule against the two teams dropping right on top of each other (tho that might actually be amusing!) but then scout mechs would have to actually scout, figure out the terrain, see where the bad guys were. Like that. You wouldn't know to just run for this point here for an advantage. You wouldn't know where the capture points were, or the enemy base. But like I said, don't know that such a thing is even possible.

There was a lot of talk about procedurally generated maps, and while most agree it can be fun, they also agree that they won't be that balanced, and the load time for a map to render is bang on tear-inducingly long.

#312 Willisnutz

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Posted 06 September 2015 - 10:07 AM

Well I have a thought,

I think there is a significant disadvantage in the engines Clans to IS mechs, A way to make things a little more competitive and fair in a sense would be to allow the left and right torso work independently like the clans, both torsos have to be destroyed in a Clan due to XL engines why not apply the same quality to the IS mechs? maybe have them lose a little speed when one torso is destroyed? because there is a serious disadvantage to the engine and speed variations along with damage as well when compared to the Clan mechs. Just makes sense to me to do that. Just like the weapons platform why not be able to use clan weapons in IS mechs? less weight and more advantage. Clan weapons were always better and lighter than IS, Why not use them on IS then? Give a true Game platform, who cares if people focus on just Clanner weapons, Why not, their better in a lot of ways.? some people don't like Clans due to whatever their excuse may be. I use clans because there better heavier attack ratios and anything more than a assault is seriously fast. I don't know, something to change it up a bit and see how it works. I bet a lot of enjoyment will come of it. Just thoughts thanks

Edited by Willisnutz, 06 September 2015 - 10:08 AM.


#313 Bloodlustknight

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Posted 06 September 2015 - 12:26 PM

I do agree with you that there is hardly any balance between Clan and IS mechs at this time, but as per the lore, Clan mechs have always been far superior to IS mechs and both Clan and IS weapons systems are completely different, which is why we can't have ER-Med lasers on our Hunchback 4P or why Nova's can't have Med Lasers that won't make them overheat.

Also to my understanding, quirks were heavily added to IS mechs to help make the game more balance between the 2 sides, especially for cw (which i'll post something else for cw suggestion) Now I like the quirks, they make every mech variant unique and different.

As for the XL engines, there was a suggestion (not sure if by pgi) to make it where if Clan mechs lost 1 side torso their speed would be reduced, by like 10-15%. That right now after having some clan mechs of my own and seeing that many clan mechs end up being faster than IS mechs can ever get, I believe that method of C-XL engines should be put on. I really don't like how Thunderbolts fastest speed is 86 kph, yet I see the TWolf and Hellbringer go over 90 kph

Oh and here is probably a very good suggestion for MWO. Whenever you release new mechs, if there is a problem, wether it be ghost heat glitch, mistakes with the weapons, or just their freakin hit boxes (Arctic Cheetahs!!!) YOU FIX IT THE SAME DAY IT GETS RELEASED!!!!!! Confirming the problem that and then doing nothing is really hurting your game.

#314 Bloodlustknight

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Posted 06 September 2015 - 12:36 PM

Here is a good cw suggestion that will DEFINATLY get more players to play cw, besides the fact of fixing some maps and making Clan and IS more balanced, is to add Faction Loyalty shops!

With Faction Loyalty shops, you can use the loyalty points that you accumulate as a currency to purchase faction variant items.

For instance, if you are Clan Wolf, you could use the loyalty you get from them to purchase Clan Wolf; Banners, Warhorns, Camo Paint, Loyalty Badge, anything that is related to Clan Wolf only. Now if you want from Ghost Bear or FRR, you have to be part of that cw and get loyalty from them, you cannot use the loyalty from Wolf for any of the other factions.

It will promote your cw and encourage players to join and play their favorite house/clan, giving cw more action and a whole lot of new players.

As for rebalancing Clan and IS, that will be on a different thread.

#315 TheArisen

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Posted 07 September 2015 - 12:28 AM

Custom geometry, custom HUD, custom mech hanger, weapon/mech/warning sound options, bitchin Betty options.

The thread in my SIG has these together.

#316 Evil Ash

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Posted 07 September 2015 - 03:11 PM

Put in a quick match feature, that allows players to choose a list of their mech chassis they would like to play with, and the game servers choose a mech they need to fill out a game and place the player into it.

Because sometimes I don't want to choose what mech to field.

#317 IraqiWalker

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Posted 08 September 2015 - 07:39 AM

View PostEvil Ash, on 07 September 2015 - 03:11 PM, said:

Put in a quick match feature, that allows players to choose a list of their mech chassis they would like to play with, and the game servers choose a mech they need to fill out a game and place the player into it.

Because sometimes I don't want to choose what mech to field.

:blink: That's absolutely brilliant.

#318 Ahne

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Posted 12 September 2015 - 07:37 AM

It's a mystery in my eyes why this game uses still the goddammit 12v12 gamemode. I can't believe how this unfun unbalanced cs-alike gameplay with 24 mechs in "old tiny maps" is still the main feature.

This game could be 100% more fun, more tactical, battles more suited for the map sizes and way more balanced if it would be 8v8 per match.

It's a complete easy change and was also available back in the days, it would change the game drastically to the better in almost every aspect. Your developers bad excuse with the "more server stress" cuz of more matches is just poor, the 8v8 would also lead to more frequent matches in a same time frame which would enable a more fluent game experience with the already mentioned better overall use of map size per mech and balance mech to mech cuz of better mech to mech ratio per match.

Also many "publically by the community" held tournaments are also only 8v8 cuz of the mentioned advantages.

Please guys, please implement 8v8 back into the game, how can your gamedesigners not seen this a the BEST solution to cure all the main failures of the game.

Better balance, more fun and longer intense battles due to better mech to mech ratio in many situations regarding to better mech to map size ratio. Better tactical possibilities and mach builds available due to the same reasons as mentioned. More teamplay needed to secure every crucial spots in the maps and most of all a more fluent, funny game with less dead time due to faster match searches.

For the best possible future of MWO i wish that you guys seriously thought about this matter again and evaluate the darstically advantages over the current bad bad 12v12 clutter ecm murderballs.

best regards

..an old Mechwarrior fan who still believes that MWO can get into a spot were it actually could be with the right gamemode

#319 MW222

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Posted 12 September 2015 - 08:38 AM

Hey guys! I was thinking isn't it time to do something about the outmoded weapons mounting issues. The limitations of Weapons hard points are really getting old.

A weapons hard point consists of physical mount.

WITH:
Power
Command Control links
Fire Control
Sensor data links

Weapons load out should stay the same but location should be where ever there are available slot (s) and by weight. Just like a fighter jet. Lets get the TANK thinking out pf this, after all Mech's can fly.

Edited by MW222, 12 September 2015 - 08:40 AM.


#320 Wolfenkalt Steinulfsson

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Posted 12 September 2015 - 01:13 PM

I suggest a feature of more module slots, and a larger variety of modules. Also module slots on weapons and engines that allows for customization.

For example:

my large laser has two slots which I can place upgrade modules. They would have pros and cons say, decrease the weight of the weapon by one ton, but increase by one slot. Or increase the range by 20 % but increase heat generated.

In addition to this, modules can be gotten through salvage. Say after the battle, you receive damaged equipment that can be scrapped for modules. You have to spend C-bills to scrap the equipment to get the module.

Many have suggested that we should allow salvage of clan tech, and thats cool, but what about players on the clan side. What the hell would they want with IS tech? So I propose this instead. It would add a good amount of depth to the game, as well as make winning matches that much more rewarding.

I know its not exactly true to TT rules and lore, but things should evolve as time goes by. Plus it seems a little ridiculous that we can tweak our cars and computers and such nowadays, but a thousand years in the future, we can't for some reason

Thanks :)





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