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#401 The Great Unwashed

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Posted 11 December 2015 - 01:53 AM

View PostManthor, on 10 December 2015 - 08:58 AM, said:

I'd like to see the slot cost of FF armour and endo-steel structure removed, but the C-bill cost increased.


That would make either item a simple C-bill upgrade that would be beneficial for all mechs without reservation, while it is a space-for-weight choice you have to make as a player. Because all mechs now have the same number of criticals, both upgrades are typically useful for lights and some mediums, with the endo upgrade nearly always beneficial. Double heatsinks follow a similar line of reasoning but are always beneficial and are simply a C-bill sink and are not much of a choice at all (which is too bad I think).

If larger mechs had more criticals---which would be a major re balancing issue and full departure from the BT system---then endo/FF slot requirements could be changed (but still present!). I do not think it makes sense all mechs have the same number of criticals and that FF and Endo always take 14 slots....

What would make more sense for FF is that the more armor you take, the more criticals you need, but this is not implemented.

Also, I'd be in favor of removing the Artemis upgrade but simply add the launcher with or without it...

Edited by The Great Unwashed, 11 December 2015 - 01:55 AM.


#402 ProtoBoi

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Posted 13 December 2015 - 12:22 AM

View PostTina Benoit, on 02 June 2015 - 06:41 PM, said:

Hey MechWarriors!

Just like the Event Suggestion sub-forums, I'll be checking up on this sub-forum here for the most wanted features from the community. The most talked about wants and wishes! (Please make new threads so I can see your suggestion's popularity!)

It's important for us to know what you are most looking forward to, or what you really wish you could have in MWO right now.

So let's keep this sub-forum active together and post your MWO Features wish-list here!


What would be really cool is customizable warhorns. The ability to take a 2-3 second .wav or .mp3 file and make it into a warhorn. :)
Or perhaps something as being able to change the color of the IS and Clan cockpit lighting scheme.
Instead of blue for clans, why not have the option to make it a choice of a myriad of colors? I would do red!
The same thing with the IS. :)

View PostMadCat117, on 13 December 2015 - 12:21 AM, said:

What would be really cool is customizable warhorns. The ability to take a 2-3 second .wav or .mp3 file and make it into a warhorn. Posted Image
Or perhaps something as being able to change the color of the IS and Clan cockpit lighting scheme.
Instead of blue for clans, why not have the option to make it a choice of a myriad of colors? I would do red!
The same thing with the IS. Posted Image

And why is my title "Rookie"? I am no rookie! I am Tier 2!!!

#403 MarsThunder

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Posted 13 December 2015 - 04:02 AM

View PostMadCat117, on 13 December 2015 - 12:22 AM, said:

And why is my title "Rookie"? I am no rookie! I am Tier 2!!!
That is because you have not set the option "Publicly Display Tier" Posted Image))

Edited by MarsThunder, 13 December 2015 - 04:05 AM.


#404 IraqiWalker

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Posted 13 December 2015 - 11:31 PM

View PostManthor, on 10 December 2015 - 08:58 AM, said:

as for endo-steel structures, not much is said as to why it needs more slots.

View PostThomster, on 11 December 2015 - 12:31 AM, said:


Think bicycle frames out of CroMo vs frames made out of Al. Since steel is tougher than Al you can build MTB frames with thin tubes whereas using Al tubes you have to increase their diameter to reach the rigidity of steel. It kind of overshoots as that point because steel (since it is an inherent capability of the material) can flex under pressure. Al will compensate with geometry making many Al frames way stiffer than CroMo frames. Transferred to Mechs this kinda means Endo is bulkier because it increases its geometry to obtain weight loss. Everything in the Mechwarrior Universe is supposedly balancing out and every gain has it's price somewhere else. Bigger gun? More heat, more slots, less rounds. Etc. ....

Just a theory though because I haven't been able to lay hands on a real Mech Posted Image


Endo Steel is actually larger than the standard skeleton frame.

In fact, variants with Endo tend to stand taller than those without.

For example, one of the shadowhawks is actually taller than the others, because it has an Endo Steel frame.

Thomster is correct in his theory. Think of the frame as the bones of a body. Endo steel "bones" are thicker, so they take more internal space, and also expand to the outside. making the mech bigger.

#405 Manthor

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Posted 14 December 2015 - 12:07 AM

ok, I just thought of Endo as carbon fibre vs steel.


Same size but much stronger and lighter. no extra space taken, but so much more strength.



as in this video


Edited by Manthor, 14 December 2015 - 12:09 AM.


#406 IraqiWalker

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Posted 14 December 2015 - 04:55 AM

View PostManthor, on 14 December 2015 - 12:07 AM, said:

ok, I just thought of Endo as carbon fibre vs steel.


Same size but much stronger and lighter. no extra space taken, but so much more strength.



as in this video




Yeah, I wouldn't fault you for thinking that. You were thinking it's supposed to be an all around better upgrade.

Especially considering the crazy restrictions in the game for getting it (in battle tech, Endo-Steel can only be manufactured in space, and there were a handful of factories that could outfit a mech with it within a sector. The Inner Sphere contained over 3500 planets, but I would wager only about 150 or so had factories that could handle Endo Steel upgrades by the clan invasion. Even then, it was still insanely expensive, and would put the mech out of commission for at least 6 months or so, while they build it from the ground up.)

#407 S 0 L E N Y A

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Posted 14 December 2015 - 05:12 AM

Old school TT purist here.
So I want anything that brings it closer to TT.
Critical hits to engines causing heat.
Full collision damage (including falling mechs and death from above)
Engine explosions causing splash damage to adjacent mechs.
Some sort of rudimentary melee would be awesome.

#408 Jaeger Gonzo

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Posted 15 December 2015 - 03:10 AM

View PostBoogie138, on 14 December 2015 - 05:12 AM, said:

Old school TT purist here.
So I want anything that brings it closer to TT.
Critical hits to engines causing heat.
Full collision damage (including falling mechs and death from above)
Engine explosions causing splash damage to adjacent mechs.
Some sort of rudimentary melee would be awesome.

If you don't know...
You want the Stock Mode the most as well, above all you have already mentioned.

#409 0pp1t3r

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Posted 15 December 2015 - 06:19 AM

View PostI C Wiener, on 03 June 2015 - 12:57 AM, said:

- More and better rewards for public and CW.

- Specific achievements and better rewards to encourage role warfare

- More maps and revamp of existing ones (you're already on that one I know)

- More and better tutorials (training mode with bots if possible)


/edit: - Possibility to see your premades on the map


I'd like to expand on this, as i like what is written here, as well as i don't. What i like: what was said.
what i don't like: how it was said.

More rewards in public and CW-
CM coverage- 100 per mech per 10 secs of coverage
Bullet sponge- 2500 per 10% mech damage lost.
Unkillable- Finsih bonus of like 25000 if you finish the map with less than 30% decreasing bonus per set of 10% you are over 30%
Long shot- get extra points for doing damage over X distance
Back stab- do damage without having return fire
Sacrifice- be the first to die during a push, or lead a charge, be the first mech to be attacked by 4 different simultaneous targets, 10k or something
TAG/NARC- Any damage being done to a tagged or narced target should be benefited from, not just LRMs, its a good marking strategy that can be used to create focused firing even with people that arent readily able to be talked to, nor are you readily able to talk
Focus Firing- be the 3rd, 4th...12th person to attack the same target within 2 seconds of it initially taking damage
Support- LRM damage from within 300 meters of target, instead of over 800. Lrms should be a SUPPORT weapon imo, not a boated weapon. to be able to shoot a target from over top of a friendly.
Gnat- have more than 2 people firing at you for more than 5 seconds without losing any components, most do damage once per 2 seconds- every 2 seconds
David- get "kill most damage dealt" on a mech bigger than you, another 5k
lance in formation- every 5 seconds instead of 10
Follow the leader- stay within 100 meters of your lance commander *same bonus if you are the lance leader*
Called shot- 3 other squad mates hit the same component on an enemy mech



Maps- This is a huge issue. Map familiarity is one thing... but i think what we as MWO players have acquired is something akin to "the back of my hand". The maps we have are okay, its super annoying that each map is so pigeon holed into a play style. Terra Therma- no lasers, Alpine Peaks- long range *its also just way to fracking big*, viridian bog- Brawler (although i think this map is the most forgiving to all playstyles). As much as this game is NOT akin to TF2, TF2 did SO many things right, there are places EVERYWHERE in every map that one of the 9 classes will excel. Short range, long alleys, 90 degree corners, etc. All of these make maps dynamic and able to flow. What we have, is a smattering of heights valleys and city buildings thrown into a confined space and told to fight there. *despite the realisticness of possibly not fighting all battles under favorable circumstances, this is a game, where balance is... well. important.*

Ease of use issues- I would like to see an Alphabetical marker on my own team mates as well as on locked on enemies. When you start the match, somewhere on your HUD it would show you alphabetical designation so you would know when you have been called. It has been very annoying attempting to find the name of my closest allies to tell them to follow me. "Alpha, kilo, foxtrot, follow Victor." This would take the place of the standard "Q" button. I think the "all info" could be somethign else.

it would be nice to have some sort of "I NEED ASSISTANCE" button that immediately targets you two-three closest allies which then links you all on the mini map with just some lines, and the button presser changes to a different color so the linked people know who to go to, for assistance.

I would like to see %'s next to each component.

I would like to see how much effective health i have. Armor+Internal structure

I would REALLY like to see how much health Enemy mechs have on whatever component. It is SUPER annoying walking up to any mech, alphaing them into armorless and then finding out i need 4 more alphas to finish off something that i assumed was already toast. its just deceptive to lose what is supposed to protect your internals and then having your internals be tankier than your armor >_<

Give us a map where we respawn, give us a ticket counter or something, assault 4 tickets, heavy 3 tickets, ... lights 1 ticket. all to capture like one point which everyone gets c-bills for holding or something



I think the CW maps should not cycke through. It seems kind of silly.. We were on Dell, and it said "despite having no resources, the planet Dell is one of the most virile and luscious planets to colonize" or soemthign similar. What map? Grim Portico. ... clearly i dont need to, but I will, identify the falseness of the planets' description.

maps to match descriptions. You already have Viridian Bog, make a CW match that focuses on that tileset. but then make more of them. Grim portico is nice, but really, is that really the only place in space that has those Bismuth crystals? *i forget what they are supposed to be*

I liked in TF2, in payload maps, if you won, you would move to the next part of the map. The entire payload was to get from point a, to pont e with 2 check points in the center. I would like to see something like that for CW and Public. Instead of always pushing to kill a gun, maybe we should push to steal something, or to simply get into the gates of an exceptionally fortified position. I think this could benefit public queue since it offers opportunity to work together, who is good at what, etc. So many times, i have a good match that finishes and the only thing i get to say to the people that helped are "way to go!" or something equally lame. having the opportunity to have a few maps all sequentially run could be a welcomed change.

Also, each of the checkpoints should have drop in drop out capability.


I think for now that sums up most of my griefs and ideas, Thanks for reading if you made it this far!

-Oppiter

#410 Digital_Angel

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Posted 15 December 2015 - 12:42 PM

View Post0pp1t3r, on 15 December 2015 - 06:19 AM, said:

Maps- This is a huge issue. Map familiarity is one thing... but i think what we as MWO players have acquired is something akin to "the back of my hand". The maps we have are okay, its super annoying that each map is so pigeon holed into a play style. Terra Therma- no lasers, Alpine Peaks- long range *its also just way to fracking big*, viridian bog- Brawler (although i think this map is the most forgiving to all playstyles). As much as this game is NOT akin to TF2, TF2 did SO many things right, there are places EVERYWHERE in every map that one of the 9 classes will excel. Short range, long alleys, 90 degree corners, etc. All of these make maps dynamic and able to flow. What we have, is a smattering of heights valleys and city buildings thrown into a confined space and told to fight there. *despite the realisticness of possibly not fighting all battles under favorable circumstances, this is a game, where balance is... well. important.*


I agree on wishing for more maps and that it would be nice to see CW and quick play available on all/most maps (some of them wouldn't take a lot of work to make a version for the other side, some would).

That said, if you don't like a map (at least in quick play), don't vote for it. Some of us like that certain maps highlight certain play styles, and I have yet to see a map where only 1 play style was viable. Some of us also like the large maps, and were happy when PGI talked about making more larger maps in one of the Dev VLOGs.

#411 greedylamantin

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Posted 15 December 2015 - 09:13 PM

View Post0pp1t3r, on 15 December 2015 - 06:19 AM, said:

I'd like to expand on this, as i like what is written here, as well as i don't. What i like: what was said.
what i don't like: how it was said.

More rewards in public and CW-
CM coverage- 100 per mech per 10 secs of coverage
Bullet sponge- 2500 per 10% mech damage lost.
Unkillable- Finsih bonus of like 25000 if you finish the map with less than 30% decreasing bonus per set of 10% you are over 30%
Long shot- get extra points for doing damage over X distance
Back stab- do damage without having return fire
Sacrifice- be the first to die during a push, or lead a charge, be the first mech to be attacked by 4 different simultaneous targets, 10k or something
TAG/NARC- Any damage being done to a tagged or narced target should be benefited from, not just LRMs, its a good marking strategy that can be used to create focused firing even with people that arent readily able to be talked to, nor are you readily able to talk
Focus Firing- be the 3rd, 4th...12th person to attack the same target within 2 seconds of it initially taking damage
Support- LRM damage from within 300 meters of target, instead of over 800. Lrms should be a SUPPORT weapon imo, not a boated weapon. to be able to shoot a target from over top of a friendly.
Gnat- have more than 2 people firing at you for more than 5 seconds without losing any components, most do damage once per 2 seconds- every 2 seconds
David- get "kill most damage dealt" on a mech bigger than you, another 5k
lance in formation- every 5 seconds instead of 10
Follow the leader- stay within 100 meters of your lance commander *same bonus if you are the lance leader*
Called shot- 3 other squad mates hit the same component on an enemy mech



Maps- This is a huge issue. Map familiarity is one thing... but i think what we as MWO players have acquired is something akin to "the back of my hand". The maps we have are okay, its super annoying that each map is so pigeon holed into a play style. Terra Therma- no lasers, Alpine Peaks- long range *its also just way to fracking big*, viridian bog- Brawler (although i think this map is the most forgiving to all playstyles). As much as this game is NOT akin to TF2, TF2 did SO many things right, there are places EVERYWHERE in every map that one of the 9 classes will excel. Short range, long alleys, 90 degree corners, etc. All of these make maps dynamic and able to flow. What we have, is a smattering of heights valleys and city buildings thrown into a confined space and told to fight there. *despite the realisticness of possibly not fighting all battles under favorable circumstances, this is a game, where balance is... well. important.*

Ease of use issues- I would like to see an Alphabetical marker on my own team mates as well as on locked on enemies. When you start the match, somewhere on your HUD it would show you alphabetical designation so you would know when you have been called. It has been very annoying attempting to find the name of my closest allies to tell them to follow me. "Alpha, kilo, foxtrot, follow Victor." This would take the place of the standard "Q" button. I think the "all info" could be somethign else.

it would be nice to have some sort of "I NEED ASSISTANCE" button that immediately targets you two-three closest allies which then links you all on the mini map with just some lines, and the button presser changes to a different color so the linked people know who to go to, for assistance.

I would like to see %'s next to each component.

I would like to see how much effective health i have. Armor+Internal structure

I would REALLY like to see how much health Enemy mechs have on whatever component. It is SUPER annoying walking up to any mech, alphaing them into armorless and then finding out i need 4 more alphas to finish off something that i assumed was already toast. its just deceptive to lose what is supposed to protect your internals and then having your internals be tankier than your armor >_<

Give us a map where we respawn, give us a ticket counter or something, assault 4 tickets, heavy 3 tickets, ... lights 1 ticket. all to capture like one point which everyone gets c-bills for holding or something



I think the CW maps should not cycke through. It seems kind of silly.. We were on Dell, and it said "despite having no resources, the planet Dell is one of the most virile and luscious planets to colonize" or soemthign similar. What map? Grim Portico. ... clearly i dont need to, but I will, identify the falseness of the planets' description.

maps to match descriptions. You already have Viridian Bog, make a CW match that focuses on that tileset. but then make more of them. Grim portico is nice, but really, is that really the only place in space that has those Bismuth crystals? *i forget what they are supposed to be*

I liked in TF2, in payload maps, if you won, you would move to the next part of the map. The entire payload was to get from point a, to pont e with 2 check points in the center. I would like to see something like that for CW and Public. Instead of always pushing to kill a gun, maybe we should push to steal something, or to simply get into the gates of an exceptionally fortified position. I think this could benefit public queue since it offers opportunity to work together, who is good at what, etc. So many times, i have a good match that finishes and the only thing i get to say to the people that helped are "way to go!" or something equally lame. having the opportunity to have a few maps all sequentially run could be a welcomed change.

Also, each of the checkpoints should have drop in drop out capability.


I think for now that sums up most of my griefs and ideas, Thanks for reading if you made it this far!

-Oppiter

View PostLadyDanams, on 15 December 2015 - 12:42 PM, said:


I agree on wishing for more maps and that it would be nice to see CW and quick play available on all/most maps (some of them wouldn't take a lot of work to make a version for the other side, some would).

That said, if you don't like a map (at least in quick play), don't vote for it. Some of us like that certain maps highlight certain play styles, and I have yet to see a map where only 1 play style was viable. Some of us also like the large maps, and were happy when PGI talked about making more larger maps in one of the Dev VLOGs.


100. Oh, wait 200 percents agreed with this! It would be great!

Edited by greedylamantin, 15 December 2015 - 09:14 PM.


#412 Wilhelm Kerensky

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Posted 15 December 2015 - 10:07 PM

From having played another mech-based deathmatch game on the Xbox 360, "Chromehounds", I have some suggestions for features which were present in that game (along with influences from other shooters). Some of these would also add a more "tactical" element to a game rooted in an originally tactical play-style:

1) Savable & Shareable Loadouts / Blueprints - We configure a mech to our tastes for a specific purpose, then save the configuration data which can be used to not only quickly change a loadout for a specific map or environment, but could be shared among the group members. If anything was missing from the available items in the inventory of the person using the build data, the person would be presented with a choice to purchase (with in-game currency) all the missing components. This could cause a need for more C-Bills in the account...

2) Viewable Garages - While we were building mechs in CH, we could save the design, then allow other members to check out our designs. This would usually result in discourse about the design, sometimes general laughter (like when I built a Mad Cat clone which was too heavy to move by the CH game's rules), or suggestions on how to better it. Right now, we have to build it, then go to Smurfy's Lab, rebuild it, then share the link if we want to share designs. Even after doing all that, the person with whom it is shared then has to switch between windows in order to check out the Smurfy blueprint and build it in their mechbay.

3) Weapons' Cameras - Unlike Mechwarrior, there was no in-cockpit view. You had a 3rd-person "over the head" main perspective, but could also choose a "Weapon Cam" perspective where you were almost literally looking straight down the barrel of the first weapon in the group, of which you could have 4 groups of them. If this weapon cam system were implemented in MWO, it could take the form of a switchable "looking down the barrels" view like in CH, or even viewable cam feeds inside the cockpit on one or more of those not-used monitors which could be toggled for each weapon group or perhaps individual sections of the mech (each of the arms at the hands, each torso section where weapons were mounted, etc...). This would result in many more tactical advantages, like being able to see from the perspective of an arm that is peeking around a large rock or building without having to expose over half the mech...

4) Howitzers / artillery cannons / long-range indirect fire weapons - Except for LRMs, this game has no other indirect-fire weapons. Since PGI has already broken canon, why not include such things in the game? Their addition would add a much more strategic and skilled element to the game for those who could master their use. With all the other weaponry in the game, I am surprised the "future" seemed to forget this aspect of warfare (other than the planetary-bombardment Omega cannon). A balance would not only be that it would be a weapon requiring ammunition, but the kick-back could stop a mech in its tracks (or even damage it if in motion), and the concussion upon landing (or being shot too close), even without a direct hit, could do some damage to all adjacent mechs within the blast radius. It still couldn't take out an essential target from far away, like generators or the planet cannon.

5) Grenade launchers - These were close-combat weapons which could also be lobbed a short distance. Not rocket-propelled (RPGs), just lobbed like what is on a real-world M-209 "Thumper".

6) Piles (Pile Drivers) - What amounted to spring-loaded metal "spears" or "large stilettos" with an extremely limited range, used as a close-quarters combat weapon to punch through armor and damage internals. No "ammo", but a LOOOOONG cycle time.

7) Land mines - We have these even in modern warfare. What about proximity mines which pop up into the air and send shrapnel in all directions? I imagine those could be fun and annoying... Posted Image

8) Special ammunition types - Not only was there regular slug ammo, but there was chemical (acid) and heat (napalm) ammo which, while they did less immediate damage, did continuing damage to the armor and structure (acid) or increase the internal heat (napalm) for a short time.

9) Extra armor - How about using extra slots (and tonnage) for additional armor or internal structure reinforcement above and beyond the regular possible maximum included with the chassis? This would allow those who want more survivable mechs to have them, but at the sacrifice of heat sinks and / or weaponry.

10) Custom music / Soundtracks - Much like in Morrowind, Oblivion, or any GTA game since GTA III, how about the ability to load our own MP3s into a folder / folders and have it play instead of the included musical tracks? How about a cycled-track radio function while in the garages and/or lobbies? Could we also do the same with something like a purchasable "custom" war horn which plays a short audio clip of our choosing, maybe not broadcast to everyone, but at least in our own cockpits?

I'd love to have Black Sabbath's "Iron Man" chorus play on every kill!
*BOOM* "I am Iron Man!" *Duh duh duh duh duh, duh duh duh* :D

Just a few ideas - what does everyone else think?

Edited by Wilhelm Kerensky, 15 December 2015 - 11:48 PM.


#413 Digital_Angel

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Posted 16 December 2015 - 07:18 AM

View PostWilhelm Kerensky, on 15 December 2015 - 10:07 PM, said:

4) Howitzers / artillery cannons / long-range indirect fire weapons - Except for LRMs, this game has no other indirect-fire weapons. Since PGI has already broken canon, why not include such things in the game? Their addition would add a much more strategic and skilled element to the game for those who could master their use. With all the other weaponry in the game, I am surprised the "future" seemed to forget this aspect of warfare (other than the planetary-bombardment Omega cannon). A balance would not only be that it would be a weapon requiring ammunition, but the kick-back could stop a mech in its tracks (or even damage it if in motion), and the concussion upon landing (or being shot too close), even without a direct hit, could do some damage to all adjacent mechs within the blast radius. It still couldn't take out an essential target from far away, like generators or the planet cannon.


They're consumables, but we already have the ability to call in artillery and air strikes.

#414 Wilhelm Kerensky

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Posted 16 December 2015 - 09:38 AM

I'm not talking about the strikes - I am talking about the ability to BE the artillery...

But you're right - I forgot this would cut into their revenue stream, so I am sure this will never be considered.

#415 Fyrwulf

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Posted 16 December 2015 - 11:50 PM

Cauldron Born? Check
Marauder? Check
Rifleman? Check. Sorta.I really want the 8D, but that we're getting the Guns of the Navarone is awesome.
Black Lanner? Nope. We do need the medium weight cav mech to compliment the CB.
Longbow? Not yet, although the other Unseen give me hope. We really need those 12C and 12R variants.

EDIT: If custom decals (it's pronounced dee-cal, not dec-kle, Russ) and custom geometry are going to be a thing now, why not custom skins for units?

Edited by Fyrwulf, 17 December 2015 - 12:18 AM.


#416 Furstenburg

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Posted 17 December 2015 - 03:11 AM

I'd like to see a challenge system where you can challenge friends to a 1 on 1 on a smaller map. Use existing maps but make them smaller or design new Arena style maps. Maybe like a solaris style system. Rewards for victories would be much smaller, or even nothing. Maybe random small value items. It would simply be for the fun of it, bragging rights and to practice.

You could limit the weight class used. So for example I could challenge my friend to a medium mech duel. Only mediums allowed. Or an assault duel etc.

It would even be limited to specific trial mechs to keep things even

#417 MW222

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Posted 17 December 2015 - 06:57 AM

View PostWilhelm Kerensky, on 16 December 2015 - 09:38 AM, said:

I'm not talking about the strikes - I am talking about the ability to BE the artillery...

But you're right - I forgot this would cut into their revenue stream, so I am sure this will never be considered.

Slow moving slow firing big rocket or gun (s). Works for me.

#418 DoRkcHoPs

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Posted 17 December 2015 - 01:57 PM

advanced zoom that feels advanced

#419 Heartless Saint

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Posted 20 December 2015 - 07:27 PM

Small, Medium, Large, ER-Large Laser Duration Module
Small, Medium, Large Pulse Duration Module
C-ER-Small, Medium, Large Duration Module
C-Small, Medium, Large Pulse Duration Module

All up to %10. Just like Cooldown and Range Modules

#420 Daedra

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Posted 20 December 2015 - 10:39 PM

Playable Elementals.





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