Most Wanted Features!
#41
Posted 03 June 2015 - 10:41 AM
You're removed one of the nicest features, and it's very annoying. Something where you can see where everything is...preferably being able to edit it as well.
Column view is rather shite right now, in comparison to both 1.5 and 2.0, when it comes to building things.
#42
Posted 03 June 2015 - 11:08 AM
Clan/is Ac2 Fix Without Touching Heat Or Weight.
In-Cockpit Seismic Sensor Monitor.
Should Pgi Make Official Mech Feedback Threads Based Only On Polls?
Giving Teammates More Info About Each Others Mechs As Well As Giving More Authority To The Commanders.
Edited by Spleenslitta, 03 June 2015 - 01:30 PM.
#43
Posted 03 June 2015 - 11:24 AM
1) A way to better manage module and cockpit items.
2) A way to save favorite mech loadouts and quickly rebuild a mech. (Including modules & cockpit items.)
3) A way to save and quickly recall different CW drop decks.
4) Do something with the Pinpoint skill.
5) Group chain fire.
#44
Posted 03 June 2015 - 11:45 AM
The map that displays while waiting for everybody to connect should indicate where each lance spawns and should show the grid coordinates. It should also show any game mode objectives, such as Conquest points.
#45
Posted 03 June 2015 - 11:54 AM
PVE content like MW4: Mercs. Zooming around the map doing contracts. Could start small, just one planet and a string of missions, then later on adding more and more. It doesn't have to be a campaign, just something to do when you're getting smashed in pubs and want a release. Then once there are enough planets and missions you can do a campaign or a campaign for each faction. A lot of these players have never played the previous titles, so they have no idea how much fun ******** all over tanks and other vehicles is.
Hardcore version of CW with salvage, where you actually put together a merc outfit and play like mercs. Working for cbills and salvage, building up your company's arsenal. An actual market with supply/demand constraints, so fielding the most-used mechs/weapons is going to be expensive so you have to make real decisions. Do you go for meta mechs and pay out the ass, or do you go for the more economical mechs?
Lance-sized CW matches, like two patrols running into each other or going for smaller objectives. No respawns, tonnage limited just like a personal dropdeck.
Blazers, rifles, long tom and the other weapons we should have by this time period.
#46
Posted 03 June 2015 - 12:14 PM
Tina Benoit, on 02 June 2015 - 06:41 PM, said:
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!
The ability to pull modules off of a mech and insert them into another mech without having to use the strip function. Simply put, end the module hunt.
#47
Posted 03 June 2015 - 12:25 PM
After all, the energy abuse meta is real.
Hot myomers don't work well, so mid-high heat should have penalties like mech velocity -10kph to -50kph, torso and arm speed -10% to -50%. These translate reasonably well the high heat TT BT penalty to movement and accuracy.
And ammo equipped mechs must not overheat! Mid-high heat detonates your ammo, not your mech.
In the Battletech rules (TT, Live Action, Computer Game, all modes), the mech is built to withstand whatever heat level is imposed, but the ammo isn't. Please, DireStars and StaLLkers, the time has come to get a reasonable heat scale.
Imagine a MWO where you can somehow override shutdown, and yet keep you mech whole in the process - except if there is ammo to explode!
Edited by AbsUserName, 03 June 2015 - 01:27 PM.
#48
Posted 03 June 2015 - 12:48 PM
i duuno how bout a Metro map? havent gotten one of those. Battles have been fought in cretin situations within large city structures, highways, and tunnels. Something more extravagant with lots of nooks and and ally ways then River City.
Maybe a Star port? Large Union class dropships awaiting liftoff outside of a military compound?
Another could be Maybe Faction specific maps like for example House Kurita with japanese styled structures within like town or cities. Or house Steiner a more industrious complexed city?
We have alot of low populated, desolate, and industral maps so it seems reasonable to go this route in map types.
Edited by LastKhan, 03 June 2015 - 12:49 PM.
#49
Posted 03 June 2015 - 12:58 PM
#50
Posted 03 June 2015 - 01:05 PM
- Smurfy integration
- Friendly damage inflicted on summary screen
- global remove all module/cockpit -"except consumable" button from EVERY mech.
- More maps....duh
- running leader-board of different chassis with monthly resets.....
- better lobby system for players to intermingle, organize matches....
- more customizable skins
- and the one to get all the hate..... remove lore timeline.....
- and dead team-mates can't talk to live ones..... tired of the hate
- and a rear-view mirror/camera
Edited by Lurch180, 03 June 2015 - 01:19 PM.
#51
Posted 03 June 2015 - 01:09 PM
Oh, and most of all, some none respawn CW match types.
Edited by ManDaisy, 03 June 2015 - 01:09 PM.
#52
Posted 03 June 2015 - 01:43 PM
ENGINE CRITICAL
each critical adds 5 heat, max 2 hits for 10 heat. That's why every mech must have 10 heat sinks, to be able to function on 2 engine critical hits. Three critical hits destroy the engine, even with central and side torsos present. MG is suddenly dangerous.
ARM ACTUATOR CRITICAL
each arm actuator critical diminishes arm movement speed by 10-30%
HAND ACTUATOR CRITICAL
diminishes melee damage (one can dream!)
LEG ACTUATOR CRITICAL
each leg actuator critical diminishes mech speed by 10kph
GYRO CRITICAL
turn speed and torso twist diminished by 10-30%, second critical destroys gyro and thus the mech
SENSORS CRITICAL
targeting (and perhaps even friend-foe designation!) slowed by 50-100%
LIFE SUPPORT CRITICAL
high heat causes pilot blackout; mech destroyed if toxic/no atmosphere
CLOSING THOUGHTS
suddenly "bad company" is really a show of raw skill, and "liquid metal" is even more memorable
Edited by AbsUserName, 03 June 2015 - 01:43 PM.
#53
Posted 03 June 2015 - 02:36 PM
COLLISION SOUND EFFECTS
ADVANCED MUSIC OPTIONS!
Like at Need For Speed, where you can select the music for the situations or even put your own music folder in.
COCKPIT ITEM: RADIO
Details:
The player can select where certain music should play and can even choose from MWO Original soundtracks or their own.
Mechhangar
Preparation
(playlists for each mech weight class.)
(faster music for lights) (slower, but heavier music for fatties)
Win
Loss
Situations:
Standing still for a longer time
Attacking (must use at least fire half the weapons in a certain amount of time to trigger)
Under attack (certain amount of damage over some time)
Critical damage
When powered down, no music
Cockpit item Radio: Looks neat and will let the music keep playing when the 'Mech is powered down, but with a static sound filter.
Edited by Bergham, 03 June 2015 - 02:41 PM.
#54
Posted 03 June 2015 - 02:53 PM
- Fix Hit Registration.
- Fix Hit Registration.
Being able to change colors before dropping, to have give sense to Camo, instead of everything dark gray.
#55
Posted 03 June 2015 - 03:02 PM
Lights:
FS9 with MPL, ML, SPL; RVN with 2 or 3 (ER) LL (and ECM); JR7 with MPL, ML; SDR with 3 MPL, 2 ML and 1 ERLL, max JJ (the 5V of course); PNT with PPCs or PPC + SRMs, and so forth.
Assaults:
DWF with Gauss + Laser Vomit, 6 UAC5s, possibly JJs in some configurations; KGC with 4 UAC5s, 2 AC20s (and other complementary weaponry); STK with 4-6 LL; AS7 with iconic brawler config (STD 350, AC20, 2 ML, 3 SRM6 + Artemis, ECM, near max armor), and so forth.
Anyhow, that's the gist of it. Provide support for up to 24 players using the larger public queue maps (perhaps some of the CW maps with less clear-cut pathing (so not Boreal, not Grim Portico), facilitate participation from all kinds of users by allowing usage of owned and elited mechs full with custom loadouts and modules while also providing semi-"stock" "meta" loadouts suited for zombie/human combat, and possibly permitting loadout customizability for the decided-on weight classes (L, M, H, A, whichever combination of those) so newbies may customize mechs they do not own but can play with their own loadouts.
Game rules are simply for either all Humans to be killed or Humans to survive for say 5 minutes, then pick the next zombie either randomly or based on the last-x-mech's that were killed/about to be killed. Possibly allow for random location spawning of regeneration power-ups that fully heal internals on a random component (the internal component must still be present) and one that fully heals armor on a random component (only need component to be present, although could allow for ST armor to be regained despite missing that ST).
Obvious maps to choose: Tourmaline, Mining Collective, Terra Therma (provide regeneration drops at center so Humans try to defend it or something), Emerald Taiga, Sulfurous Rift.
EDIT: Oh, AND KING CRAB FULL CAMO SUPPORT! It's been released for C-bills since January and still only has Default and Faction camos... don't know any other 'mechs that are still missing full camo-support (asides from Hero Mechs), but been waiting about 5 months to paint my other KGCs...
Edited by unFearing, 03 June 2015 - 03:04 PM.
#56
Posted 03 June 2015 - 03:40 PM
Just click the link in my sig to learn more.....
#57
Posted 03 June 2015 - 04:30 PM
- New pub/cw game modes that offer incentives (better rewards) for playing the objective, rather than every game type defaulting to TDM play style. seriously <1/10 pug games end with the objectives being met.
---> An easy one might be adding a pure DM style arena mode.
- More immersion in CW: High priority planets, vulnerable logistic routes that need protection, outposts, industrial worlds that give diversity to the environment rather than just taking and holding rocks. Rumors of 4v4 recon missions sound great, but what about sabotage or infiltration also if they are high-value worlds? What about sieges? Think long term of how awesome this can be.
- Increase or add non-cbill rewards: Maybe actually getting ammo/weapon/module bits from salvage. It's really disheartening to play a 30min match of cw and net <250k, or pugging with <50k. Sure playing well is the best remedy for this but sometimes the deck is stacked against you. This could be implemented by having planets of higher/lesser value::greater/lesser risk in CW, or by elo in Pub play.
Gripes:
- Basic colors should not require real money. It's cool to have unit-faction colors, but I'm not vain enough to spend real money on your color palate. As cw grows this should be changed.
- Module cost should be reduced.
- The gauss minigame is silly and so is ppc velocity.
- Fix the mastery system. Having to master 3 mechs is arduous and silly. maybe reduce it to 2.
Dreams:
- A marketplace: Allow players to trade or sell items amongst one another, maybe limit it within unit or faction or something. Realistically if you are dropping with a merc company, a clan, or a house, swapping and trading equipment would be something to be expected. That and having Unit-Owned-Mechs for CW purposes.
#58
Posted 03 June 2015 - 04:30 PM
I talk about these in better detail here:
Use the skip button or just slide the bar to 3:33
#59
Posted 03 June 2015 - 04:45 PM
http://mwomercs.com/...08#entry3631108
#60
Posted 03 June 2015 - 04:55 PM
The list of what I, and We, want is huge and........ when are my cockpit screens going to work, band-aid collisions /w a sound(maybe shake, too), can any suggestion be here by X-Mas?
Edited by 12Breacher, 03 June 2015 - 09:20 PM.
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users