

Most Wanted Features!
#501
Posted 26 January 2016 - 04:10 AM
#502
Posted 26 January 2016 - 07:06 AM
1 - Acquire a large laser manufacturing plant that would give you the option to reduce its heat output at a lesser range, or increase its range with a greater heat generation
2 - Capture an ammo dump which contained high explosive A/C 20 rounds (that would be no different visually, they'd just do slightly more damage)
3 - Seize a research facility that will slightly improve your sensor range
And the list goes on and on. Of course, if that planet is lost, you'd lose those abilities. Also, all combined abilities would not stack on top of each other....which could yield a super-mega-ultra weapon of some type if they did stack.
Edited by HumpingBunny, 26 January 2016 - 07:06 AM.
#503
Posted 26 January 2016 - 09:51 AM
30ft SMURF, on 26 January 2016 - 04:10 AM, said:
NOT going to happen until they kick the guy from sales out of the production office and let the real programmers and Dev's do it right.
#504
Posted 26 January 2016 - 12:07 PM
30ft SMURF, on 26 January 2016 - 04:10 AM, said:
My understanding is that knockdown used to be in the game in the early days and was removed for a number of reasons and replaced with the current collision damage and reduced speed when legged mechanics.
#505
Posted 27 January 2016 - 01:28 AM
LadyDanams, on 26 January 2016 - 12:07 PM, said:
My understanding is that knockdown used to be in the game in the early days and was removed for a number of reasons and replaced with the current collision damage and reduced speed when legged mechanics.
Reduced speed from being legged has been there since day 1. However, knockdown used to be in the game. Until it became a griefing tool (when you're the last guy on your team, against 5 players, and they decide they will spend the next 6 minutes of the match taking turns knocking you down until you receive fatal damage, that's not fun), and it also caused crashes like no tomorrow.
If you knocked down an Atlas, there was a very good chance it would crash the entire match. Then of course there were the times when mechs would clip through things they shouldn't clip through ... etc.
#506
Posted 27 January 2016 - 08:48 PM
It's short sighted to limit your company to a specific area when so much more is available.
Don't know PGI games myself so I have no point of reference beyond this game.
Just sayin.
#507
Posted 28 January 2016 - 11:53 PM
1. Consumables
A. Mech Mine: launches off your mech target like arty out to a range 15m arms after 5 secs damage 15 points shows on friendly battle grid. Damages anyone hitting it.
B. Smoke Screen Dispenser: duration 30 secs blocks visual and night vision shows as heat blur to thermal. Dispersion 5m cloud every .5 a second from the rear of the mech for 10 secs. (Needs play test but let's lights and mediums screen advances or to decoy. Note this does nothing to sensors just optics enemy's still show on sensors with target markers does not break sensor locks)
C. Camouflage Netting: As long as a mech remains motionless stays in effect (weapons fire from camouflaged mech damages camouflage say 20 to 30 points destroys it does not reduce damage to enemy just used as place holder to keep it from being to OP.) The netting is appropriate coloring to back ground. Reduces sensor effectiveness 25%.
D. Decoy: Shows as target marker (red triangle) where dropped activates after 3 secs, duration 15 seconds. Destructible like UAVs.
E. Spoofer UAV: Area 90m radius breaks target locks enemy mechs in area show enemies as friendly's on their IFF (i.e. your enemies in the aoe of the UAV now see you and your team as friendly you show up with blue marker on their screen) Duration 15 secs.
2. Modules
A. AMS module adds a new priority to target UAVS within 90m.
B. Enhanced ECM module 3 Tiers increases ecm area by 5m tier 1, 15m tier 2, 30m tier 3.
C. Quirk Modules
D. Consumables module that equips your mech with a 3rd consumable slot that can equip any consumables even if you double up (i.e. you could equip a second UAV in the 3rd slot.
E. Hard point Module (i.e. left torso energy hardpoint, left torso missile hardpoint, etc.)
F. Heat Seek Efficiency Module 3 Tiers increases the efficiency of heat sinks by a small amount like .1 per tier
G. Artillery and Airstrike modules that spreads out the aoe of artillery and airstrikes doubling area of effect.
3. Equipment
A. Consumables Bay 1: (Slot one), 2 tons 2 slots adds additional use in battle for a consumable in slot one. Consumable Bay 2: (Slot two) same as before for slot two.
B. Reactor Safety Override: 2 tons 3 slots, if mech over heats when override is engaged the mech explodes doing area of effect damage say 30m equal to engine rating divided by 10. Damage is spread out in groups of 10 pts. IF MECH EXPLODES TAKE PENALTY TO C-BILLS FOR THIS SAY 50,000.
C. UAV Computer: Systems that increase the duration 5 secs and area of effect +10m radius of UAVS 1 ton 2 slots
D. Spotting Computer: Systems that reduce the fire time 2 secs for arty or air strikes for that mech and all allies within 90m 1 ton 1 slot.
E. Drop Harness: Deploy 10 secs later allows jump jet mechs to drop into a grid location within 3 grids of drop point. Weight 1 ton 4 torso slots. Player chooses on battle grid (within 10 secs of deployment) or an alternate version Drop Beacon( a consumable) placed by player at launch give players an option to reserve deployment until 1 min into match can spawn at normal locations or at drop beacon.
Okay my 2 cents these concepts not necessarily these exactly will add tactical and strategic flexibility to the game and change up how battles progress and are played.
Thank you for entertaining my ideas this is a great game. Really hope they change up cw from the stupid stagnant lane battles with some maps that offer tactical possibilities like flanking etc..
Edited by Sean Freyason, 29 January 2016 - 11:10 AM.
#508
Posted 29 January 2016 - 04:28 AM
After a couple hundred hours of play this is starting to get stale but I fell in love when I found this. Started playing Battletech back before their was a clan invasion.
Hate to reference another game but I have sunk hundreds of dollars into warframe for fluff 1 because style points matter 2 Because they have a great relationship with their community and have contests for player art designs etc rewarded with in game currency. You can contribute to the ideas it may not be the same on the other side but you can least put it in. 3 They evolve it, it has a strong PvE element and a balanced pvp. Been there almost 2 years and constantly get new players.
So here's my ideas to start the ball rolling
1. Sandstorm on tourmaline dessert
2. Context interactive nodes on a map. These are capped like conquest points but don't show up on screen with cap bar.
A. Weapons Installation: (context call in engineers by com) wait for engineers to drop, defend engineers engineers take control of automated weapons turrets turrets now target enemies.
B. Landing Zone: (call in support) company commander activates
i. Armored Infantry Brigade: company commander can command it to go defend grid location and attack targets of opportunity.
ii. Mobile Repair Vehicle: Mechs can deploy back to mobile repair vehicle and get back a certain percentage of armor Say 10% standard or 15% ferro fiborous. You pick repair location by interface one time per repair vehicle deployed, capture more LZs to deploy more repair vehicles .
iii. Mobile field Artillery: deployed like infantry. Lance commanders and Company commanders can actvate it and call in artillery with battle grid.
iv. Comm tower: would be really cool way to call in drop pods loaded with Elementals would love to see some elementals messing up some inner sphere.
v. Geological Survey Station: take control of it and all team members gain sesmic sensors. Just some ideas, now PGI filter what is doable put them up for a vote and implement.
vi. Radar Sensor Station: acts as permnant uav with 150m range around the node or alternatively gives team equivelant of advanced sensors and/or target info module.
3.destructible terrain i.e the tanks on polar highlands, mining collective, etc explode and do area of effect damage.
Thanks for all who entartain my ideas.
Edited by Sean Freyason, 30 January 2016 - 02:30 PM.
#509
Posted 29 January 2016 - 03:29 PM
i'd like a fire scorpion someday

#510
Posted 29 January 2016 - 06:45 PM
Goolduck, on 29 January 2016 - 03:29 PM, said:
i'd like a fire scorpion someday

Considering the Urbie's 360 turret rotation was lostech until April of last year, it's iffy, but I think there's hope, if they can figure out the movement for them.
#511
Posted 29 January 2016 - 08:03 PM
Now as for most wanted features, I think there is still some gaps to be filled.
-Flamers still need a buff of some sort, (preferably more raising of enemy heat according to a poll I did).
-Weapons need abit more variety: would suggest plasma cannon for clans, and long tom, heavy rocket launchers, and large continuous laser beam for inner sphere.
-More Armor Choices would be nice (Reflective armor that reduces damage from lasers, Reactive armor that reduces ballistic damage )
-Some are calling for LAMS to be added. This would make sense considering the regular AMS is all you can pick right now.
-I would prefer to see quirks stay in the game, the last quirk update removed missle range up from both my centurion, and locust. Since the locust was using lrm5, 1000m was enough for it, but centurion was using srm 2, so the nerf hurt it worse.
-The last thing I would suggest is don't over nerf, that can kill a game if overdone.
#512
Posted 30 January 2016 - 01:35 PM
#513
Posted 31 January 2016 - 07:56 AM
For example: MechWarrior Jimmy has 2365 mech experience. He wants to unlock a skill for 2500. Jimmy has the difference in GXP, but can't and should not spend that lump sum of hard earned "Module Money" as I call it on a basic mech skill.
Okay so my wording may be terrible, but I think players from other games will know what I'm getting at.
Could we also have the option to toggle the "Are you sure" messages in the Mechbay. A small checkbox is all that's needed.
As a new player, I knew nothing about Challenges...some of which have to be accepted here in the forum. Had to take the initiative. Maybe a reminder somewhere, "You have X amount of pending rewards." Link that to the challenge page.

Edited by Irishtoker, 31 January 2016 - 08:15 AM.
#514
Posted 31 January 2016 - 08:39 AM
1. Specific Mech Builts;
2. PSR / Tier system;
3. Personal preference for a map.
1: You don't always a have the right map for the right map / gamemode with you when you enter the quick play vote system.
2: When you don't have chosen the right mech for the occassion you really can't be an addition for your team which can cause a loss. With the loss comes a drop in PSR while the pilot could be a very skilled player and deserves to be ranked a tier up.
3: Explains itself.
An alternative solution for this would that you can select a mech after the map / gamemode selection.
Once an update like this is made they should reset the PSR's. Now it is like when you are in tier 5 and you come a across a lot of bad teams you really can't get up anymore.
***Also a request to lower mc prices so more people will buy premium mechs.
#515
Posted 31 January 2016 - 09:08 AM
#516
Posted 31 January 2016 - 04:25 PM
First a map selector that doesn't give you a map that isnt on the selection list.
Just played a game, ended up on Polar Highlands -- Selection choices Frozen City, Frozen City Night, River City and I think Caustic. Point being Polar wasn't one.
Oh and while we are at it.. Put the Game ID code up in the F9 / Loc / Ping, FPS area.. this way we can refer to the exact match number when we should be complaining to Support about these glitches.
BTW: Not that I haven't suggested that before .. hence why Ping is now listed with the FPS there.
The Match number would also allow us to provide more info about the Reporting system which lacks where folks are using language in chat and VOIP.
Please voice opinon around this... let PGI know to fix things.
#517
Posted 31 January 2016 - 07:15 PM
Edited by Crashking, 31 January 2016 - 07:20 PM.
#518
Posted 01 February 2016 - 09:58 PM
baddagger, on 30 January 2016 - 01:35 PM, said:
I wanted to reiterate that Polar Highlands is PERFECT for this kind of mission. Especially if they increase the height of the walls, or deepen the trenches, or both.
#519
Posted 01 February 2016 - 11:35 PM
Gain random item (similar to stocking event) if you win a game depending on game mode (e.g. Conquest = consumables, CW matches = random weapon modules...)
Further differntiations could be done by:
- X Random player(s) of the winning side gets the "salvage" in a kind of "lottery" if it's too much to give loot to all players.
- Quality/Quantity of "salvage" could be increased if you had better matchscore, salvage bonus (to destroyed mechs) or Conquest points gained.
Another Idea would be to make Win/Loss CBill/XP depend on your faction's reputation/planetary possession:
- for each Planets your Faction owns above the "default amount", you gain 1% more CB and XP for each win (CW and Public matches)
- for each Planet that your Unit owns, another 2% on top (CW only)
- for each Planet your Faction LOST, you gain 3% more Loyalty points (CW only)
- for each Loyalty Rank, you gain 2% more CB and XP (CW only)
- same X % increase to "Salvage" chance/amount mentioned in the first idea to each of these categories
maybe with a Maximum of 30% for each of these categories?
This way Factions that lost a lot of planets gain more LP and Factions that conquered gain more CB/XP and all faction members gain something from CW and Public matches AND conquering planets fo Units will increase the gain again.
#520
Posted 02 February 2016 - 12:15 PM
Edited by TTDeadsayer, 02 February 2016 - 12:16 PM.
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