Most Wanted Features!
#201
Posted 14 July 2015 - 05:45 PM
http://mwomercs.com/...daily-missions/
It would be REALLY nice if PGI implemented some sort of daily mission system, similar to what most other free-to-play games have. I believe it would give players incentive to play more frequently. What each mission would give could vary. C-Bills seems like the obvious choice, however it's possible it may negate the need for premium time which would hurt PGI financially. A small amount might be okay though. Another option may be weapons and/or modules. Being able to earn modules like Radar Dep and Improved Gyros (without needing to spend 6,000,000 C-Bills) would make our time in-game so much better. Consumables would also be a useful reward. They are already widely used, so earning them rather than buying them would save players C-Bills.
Here are some examples of possibly daily missions...
- "Win 3 matches in Skirmish mode ($250,000 C-Bills)"
- "Win 10 matches in Conquest mode (Module - Radar Deprivation)"
- "Win 5 matches in Assault mode (Consumable - Priority Artillery Strike)"
There could be a button at the bottom right next to the friend list button. Click it and the Daily Missions window pups up. All current missions are shown with the tracker next to them. For example, "Win 3 matches in Skirmish Mode - 1/3". A player receives a new daily every day and can stack up to three (or five) at a time. Once you complete a mission, a slot opens up so you can receive a new one the next day.
#202
Posted 15 July 2015 - 01:35 AM
CW losers get loyalty points as well altho not as much
CW if you dont get a match for 30mins+ it counts as a victory or part of and u get some loyalty points
CW palnets giving u an income say each planet gives everyone in the unit that owns it 100-500k c-bills a day and 500+ loyalty points
invisible walls are everywhere
clan tech on IS mechs but to keep ballance have say a alteration like artemis ect that allows u to equip only clan weapons and not is
destroyable terrain buildings that if 100_lrms hit it the side blows off so you cant hide behind it ect
crouch for mechs so when ur top is getting clipped over terrain u can duck even if u cant move while ducking
tanks/vehicles helicopters to join some battles espec in clan wars
npc missions and additions to missions both as drops and solo/co-op having a 12v12 with 2-4npc mechs to guard bases or assist in the fight maybe helicopters/tanks join in make some maps just hectic full on warfare maybe a mechbay in the center of maps as a contest point even have it have say 600-1000hp to destroy it so if 1 team has control of it the other can stop them having the adv by destroying it 600dmg is only 50 per team member
river city trees falling down to laser fire and not blocking it same with lamp posts
low grav planets where mechs move faster and jump high maybe take dmg like mask for going to fast
random mechs sales to keep balance of mechs being played not enough lights lets put the spider on 25% off for a week not enough assaults lets sale the awesome or atlas for a week
turrets on bases back as cap wars have returned
remove the stupid amount of ghost heat from c uac 20's 40% heat from 1 shot not double tapped is silly 20-30% would make it more viable edit this is 40% heat from 2
this will never happen but remove the charge from gauss
altering the rule of 3 not 100% how it works atm but have it try to use 3 of each failing that only adjacent classes replace missing ones so mediums can replace lights lights and heavy can replace mediums heavy by medium/assault then assaults by heavy's
Edited by buckfast, 15 July 2015 - 01:58 AM.
#203
Posted 16 July 2015 - 04:41 AM
Heffay, on 03 June 2015 - 05:17 AM, said:
This or a One on One up to Lance on Lance Arena system on Solaris to match the canon of the Warrior - En Garde book. An easy way to start this up is to either use the existing map and reducing the size of the boundaries for smaller groups of play until map specifically made for the arena can be implemented. Also make them function like a regular PUG drops and CW drops allowing one to gain experience and C-bills.
Adding Kill Assists/Kill Most Damage Assists into the stats profile.
The current numbers on stat profile doesn't encourage teamwork but draws more focus on kill death ratios and damage done. I believe that's the biggest problem with the current state of solo drop missions. By changing this might get more people to work as a team instead of individuals working for personal numbers.
#204
Posted 16 July 2015 - 05:14 AM
#205
Posted 16 July 2015 - 11:54 PM
This feature will make game MUCH more tactical!
Radar mode selection was available in lot of Battletech based games.
Active mode- you detect enemies and you are visible for enemy radar.
Passive mode- you rely only on visual detection of enemy and your mech is invisible for radar.
#206
Posted 17 July 2015 - 12:35 AM
Give me a price. Seriously, name a semi-reasonable price and I'll buy 5!
#207
Posted 17 July 2015 - 10:46 AM
Egomane, on 03 June 2015 - 05:55 AM, said:
- Pre-saved configurations in the mechlab
- Stock Mech / 3025 mode
- A better tutorial (heard there is work done on that end already)
- Physical effects (examples: water resistence while moving through it, steam when a laser hits water, mech knockdown through damage)
- Damage textures for buildings (they don't need to actually crumble, they just have to look different)
- A training mode! Just like the tutorial but with another player guiding you through the steps (a form of private match), No rewards, no stats, the weapons of the trainer are offline (so the mode can't be abused for anything else).
Along with a training mode can we please get a class certification mode? In order to play the trial mechs of a certain weight class you need to take all the training classes and pass a game play test. Getting sick of new players in assaults/heavies using regular matches as a time to figure out how to play, often by themselves in the corner.
Hydrothermia, on 16 July 2015 - 04:41 AM, said:
This or a One on One up to Lance on Lance Arena system on Solaris to match the canon of the Warrior - En Garde book. An easy way to start this up is to either use the existing map and reducing the size of the boundaries for smaller groups of play until map specifically made for the arena can be implemented. Also make them function like a regular PUG drops and CW drops allowing one to gain experience and C-bills.
Adding Kill Assists/Kill Most Damage Assists into the stats profile.
The current numbers on stat profile doesn't encourage teamwork but draws more focus on kill death ratios and damage done. I believe that's the biggest problem with the current state of solo drop missions. By changing this might get more people to work as a team instead of individuals working for personal numbers.
You forgot a system for tracking match stats in game after you have moved on.
#208
Posted 17 July 2015 - 02:04 PM
This emphasizes in teamcomp since it's a smaller fight, tuning mechs for versatility or a specialized strategy with or without premades
Maybe a 3 live stock for each player with 15 mins of respawn and alternate capping victory condition
The only problem i see is stacking the team with lights or assaults only or 4 of the same mech, imagine 4 firestarters running around like madmen pew pewing people. Optimally should be 1 of each class
#209
Posted 17 July 2015 - 02:52 PM
#210
Posted 17 July 2015 - 05:26 PM
I just noticed something and I am puzzled.
Inner-sphere
Tag takes up 1 slot at 1 ton.
NARC takes up 2 slots at 3 tons.
SRM 2 takes up 1 slot at 1 ton.
SSRM 2 takes up 1 slot at 1 1/2 tons
SRM 4 takes up 1 slot at 2 tons.
SRM 6 takes up 2 slots at 3 tons.
LRM 5 takes up 1 slot at 2 tons.
The NARC does not have tracking, is a single shot. Yet it takes up the same space as an SRM 6.
Why is the NARC so heavy???
Should not the NARC's weight be 1 ton or 1 1/2 ton at the most?
MY Most Wanted Feature would be that the Tag become a Miscellaneous Equipped item so as to not take up an energy hard point and NARC weight dropped to 1 ton. Ideally the NARC would be also a Miscellaneous Equipped item since it and Tag both fall in between the area of weapon and sensor.
#211
Posted 17 July 2015 - 07:38 PM
#212
Posted 17 July 2015 - 08:13 PM
#213
Posted 18 July 2015 - 03:45 AM
A much complete and complex way of making daily missions work (more ideas might come up).
Still a work in progress, any new idea helps.
Edited by FlipOver, 18 July 2015 - 04:00 AM.
#214
Posted 18 July 2015 - 03:58 AM
Smoke Shell Consumables
Chat Tab defaults to Unit Chat instead of Friends if in a Unit.
Chat Windows that save size and position between sessions.
#215
Posted 18 July 2015 - 06:18 AM
#216
Posted 19 July 2015 - 04:32 PM
The short version is, give us defensive options when building mechs.
#217
Posted 20 July 2015 - 04:48 PM
Tina Benoit, on 02 June 2015 - 06:41 PM, said:
(Please make new threads so I can see your suggestion's popularity!)
So let's keep this sub-forum active together and post your MWO Features wish-list here!
So... suggestions are being made like crazy on this thread but those two lines are misleading
Thanks for taking this on Tina
#218
Posted 22 July 2015 - 01:40 AM
Heck, you can even implement a ghost damage rule: firing 3ERLL at the same time reduces damage output by 10%.
Anything really to make a triple cERLL Shadowcat ghost-heat free.
#219
Posted 22 July 2015 - 10:13 AM
#220
Posted 22 July 2015 - 06:19 PM
2. Scaling heat level effects
3. Sized hardpoints
3 user(s) are reading this topic
0 members, 3 guests, 0 anonymous users