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Most Wanted Features!


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#1181 Mechaholics Anonymous

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Posted 19 July 2018 - 12:24 PM

I would like a feature that would pick a random valid Mech from your Mechbay, and enter into battle. It seems like I’m like a kid in the candy store, with too options. I like to play them all, I just can’t choose sometimes.

#1182 BTGbullseye

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Posted 21 July 2018 - 08:02 PM

View PostFlesh Gunship, on 19 July 2018 - 04:15 AM, said:

I'd like to see a rework/mega-buff for the Fafnir, granting a special quirk for heavy gauss (since I recall it was designed to carry that weapon). Something like SPECIAL QUIRK: GAUSS (+1/2/5/10/15/20% to ALL Heavy Gauss stats). This quirk should be unique (no other mech can have it) and should be applied to all Fafnir variants.

The -5 already has a -10% Gauss cooldown... I'd just like to see something of similar power applied to the others.

View PostFlesh Gunship, on 19 July 2018 - 04:15 AM, said:

I'd like to see home planets for the new clans (nova cat, diamond shark, etc) in faction play.

Those are the same planets as the main factions. Can't add more of the same.

View PostFlesh Gunship, on 19 July 2018 - 04:15 AM, said:

It would be great if the whole faction play-part-of-the-game (maybe even solaris) had a tutorial in it, just like the one at the beginning of mwo. I still see some people play fp with little clue of how it works; they ruin their and more seasoned players' experience. (I remember I was one of those guys, back in the day).

100% agree.

#1183 Flesh Gunship

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Posted 22 July 2018 - 10:20 AM

View PostBTGbullseye, on 21 July 2018 - 08:02 PM, said:

The -5 already has a -10% Gauss cooldown... I'd just like to see something of similar power applied to the others.


The idea behind the mega quirk is simple: Fafnir was created to carry the heavy gauss (if I recall correctly), so it must be the best gauss carrier in the game. Right now, this is not happening (to say the least). Ofc once it's set other gauss-specific quirks should be removed. Make Fafnir Great Again.

#1184 mad kat

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Posted 22 July 2018 - 02:08 PM

Most wanted 'feature'…............a working matchmaker. More of a necessity really. Or at least something other than the PSR crap that PGI keep whistling is working as intended.

What kills the game for me and many former unit mates is the stomp after stomp after stomp.

The hit reg isn't that much of a concern in comparison.

#1185 DAEDALOS513

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Posted 25 July 2018 - 12:06 PM

A random location for the domination circle.. each match will feature a different location for the circle. This will allow for new and exciting battles each time.. and not using the same 5 or 6 grids every time.

Or how about a circle that slowly moves VIP style?

#1186 Will9761

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Posted 29 July 2018 - 01:58 PM

Actual content that shows that you give a care about your game. They need to be "wow" factors that make the game interesting, whether they are major or minor. The two options to try mechs before you buy and sharing builds are a good start, but we need to see more beyond those two features. So let me offer you a few thing to make this game a bit more interesting.

Features:
Importing Custom Decals
Posted Image

Different Dropship Dialogue based on your faction - It would be nice if the dropship pilots gave us different dialogue depending on what faction you were with. For example, if you were with House Steiner, your pilot would say something like: "Soldiers to House Steiner Command, the Archon needs you to remove any hostiles on the field. Good luck." Or being Jade Falcon would give lines like: "Warriors of Clan Jade Falcon, we need you to cut down these freebirth scum with the claws of Turkina. Do not fail us."

Faction Dropships - To differentiate between what faction you are attacking, give each dropship their own colors and decals. For example, you scout a Kuritan for intel only to find the enemy dropship. However, because you are in House Kurita territory the dropship well be painted in red with the House Kurita logo on the fin of the ship, as were if you were attack Smoke Jaguar territory, you would be attack by a gray dropship with the Smoke Jaguar insignia. You would also be extracting from them if you were from that faction. For that, just use the standard colors from the Resistance and Clan Wave 2 mechpacks. HBS Battletech had them, so add them in Faction Warfare. Maybe for scouting or Seige.

Battletech personalities- If FP ever gets reworked or revamped, please add some notable faction personalities to the game. I get so sick and tired look at a faction text telling the history about a faction we already know, so make the faction screen fell a little more lively, so added them in the info screen and change the dialogue to make it appear like they are talking to us. There are many characters you can use at your disposal, SO USE THEM!Posted Image You mean to tell me that you can add a portrait like Captain Adam, but you can't even bother to add a picture like this for FP?:
Posted Image
Seriously? That's sad.Posted Image

Edited by Will9761, 12 September 2018 - 06:50 AM.


#1187 Dirty Swampfrog

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Posted 13 August 2018 - 07:05 AM

https://clips.twitch...ulAlfalfaBCouch best new feature yet

#1188 Flesh Gunship

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Posted 27 August 2018 - 02:27 AM

Idea: put a notification / highlight / reward bonus that triggers whenever someone scores an headshot.

Edited by Flesh Gunship, 27 August 2018 - 02:27 AM.


#1189 DaHuntress

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Posted 14 September 2018 - 07:54 AM

what I want is a reversal of the decision that all clan mechs that could have jump jets had them hard locked... it didnt' used to be that way, and a player could apply those tons the way they wanted, which is how it should still be... as it it, the champion timber that I got from the recent event has 4 completely wasted tons that I want to apply to something that actually works... can't even jump up 5 feet before the jj's run out of fuel... and I am not wasting skill points on boosting something that I don't like using in the first place. In lore, the jj's being on the mechs was always a pilot option anyways, it's time we returned to that... and time to stop forcing someone elses personal opinion about jj usage on those of us who don't want to waste that tonnage... and I am not blowing away my build just because what I want conflicts with the jj's...

another feature I just thought of... when you hit the button that highlights every in your viewscreen, make it so that it can be set to both sides or just the enemy mechs... I find that if there are too many in the screen it ends up with information overload.

Edited by DaHuntress, 14 September 2018 - 07:53 AM.


#1190 Widowmaker1972

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Posted 21 September 2018 - 01:18 PM

I would like to see a kill list at the conclusion of a match. at least in Quick Play.
This way I can better view who I killed. (Also, certain units have unit achievements for who a player killed. Bounties on certian players(in good fun of course). etc. Its hard to screen cap that at the moment of the kill.


What about a sabotage type match? Like incursion but in reverse. Players must plant bombs on enemy equipment at specific locations on the map. Each team has three or four points to attack or defend spread across the map. Players pick up "bombs" from a command post and deliver it to the opposing teams equipment. After placing there should be a short period of time that the defending unit can remove the "bomb".

#1191 Grimdrake

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Posted 22 September 2018 - 10:52 AM

I would like to see options that let us select what screen we go to after a match. I prefer to go to the Select Mech screen, but the game always puts me at the Home screen.

#1192 Odin Gunterson

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Posted 26 September 2018 - 03:47 PM

PVE.

I've played other games with PVP match types as MWO, for sure, but they've implemented PVE match types too, without a problem. And they were fun too!

I.E., take a look at Star Conflict, a space game with different types of ships, weapons and ranges, just like mechs, and how they did PVE. So easy.

#1193 Widowmaker1972

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Posted 28 September 2018 - 09:05 AM

[color="#000000"]I just had an epic idea. What if PGI/MWO worked with Dave and Busters restaurant chain and put “pods” in their restaurants that people could play MWO in? QP or scouting matches. A place where players at Dave and Busters could play one another across the world. [/color][color="#000000"]$1.00US a drop or $5.00US for a series of drops. Dave and busters could make money PGI could make money and advertise. Sort of like the Virtual World Battletech PODs from back in the day except its accessible to people across the country and world at your local Dave ad Busters.[/color]
[color="#000000"]Some thought would need to go into this an I don't have a 100lb brain. There are details to work out. But this could be a money making opportunity for PGI .[/color]

#1194 Guffrus

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Posted 13 October 2018 - 05:40 AM

My most wanted change bar nothing is for you to keep me in the game if i lose my connection.

It is utterly rediculous that you drop me to the login screen.

You turn a problem of a few seconds into several minutes.

There is no reason what so ever for you to drop me to the login and it creates a huge problem where none need exist.

This a complete no brainer.

Ive told you before many times but you dont listen.

#1195 tutzdes

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Posted 13 October 2018 - 12:06 PM

View PostGuffrus, on 13 October 2018 - 05:40 AM, said:

My most wanted change bar nothing is for you to keep me in the game if i lose my connection.

The game crashes too often for a lot of people and it takes a lot of time for them to reconnect, so the addition of a quick "re-connect" flag to the login screen, which will immedeately load the game you're in, would be nice too.

#1196 DrasticLemur6

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Posted 14 October 2018 - 09:57 AM

I would like to see the KGC-000 have its ballistic quirks back. As the most ballistic-centered King Crab, I feel ballistic quirks would be much better on that 'mech than missile quirks. Almost all builds involving the KGC-000 has no missiles. I think that is a waste of quirks. Now, the King Crab is a very targeted assault mech and if it had more ballistic quirks it could compete with other 100 ton assault mechs, like the Annihilator or the Fafnir, both ballistic-centered mechs.

#1197 Tertius

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Posted 18 October 2018 - 11:00 AM

I asked for this before and I ask for it again: please do something about the anouncing in Solaris Mode. Duncan Fisher is annoying like hell with all this worn out catchphrases. I see here some options:

- You can add some more anouncers with different personalitys and mix them up randomly from match to match.
- You could let us players decide, if we would like to toggle the anouncers on or off.

Either way would be better than only hearing the same dusty and not really funny comments that we hear now.

#1198 DAEDALOS513

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Posted 18 October 2018 - 12:23 PM

View PostTertius, on 18 October 2018 - 11:00 AM, said:

I asked for this before and I ask for it again: please do something about the anouncing in Solaris Mode. Duncan Fisher is annoying like hell with all this worn out catchphrases. I see here some options:

- You can add some more anouncers with different personalitys and mix them up randomly from match to match.
- You could let us players decide, if we would like to toggle the anouncers on or off.

Either way would be better than only hearing the same dusty and not really funny comments that we hear now.

Agreed , it was. Cute novelty in the beginning.. but because of the rapid drops on Solaris his voice now grates my nerves. I can’t wait till he stops making noise.. I call it noise because I don’t even listen to the words... it’s just a bunch of droning noise..

Perhaps an option to turn him off.. or maybe reduce the frequency.. maybe 1 in 5 drops might help.

#1199 C337Skymaster

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Posted 18 October 2018 - 04:26 PM

View PostDaHuntress, on 14 September 2018 - 07:54 AM, said:

what I want is a reversal of the decision that all clan mechs that could have jump jets had them hard locked... it didnt' used to be that way, and a player could apply those tons the way they wanted, which is how it should still be... as it it, the champion timber that I got from the recent event has 4 completely wasted tons that I want to apply to something that actually works... can't even jump up 5 feet before the jj's run out of fuel... and I am not wasting skill points on boosting something that I don't like using in the first place. In lore, the jj's being on the mechs was always a pilot option anyways, it's time we returned to that... and time to stop forcing someone elses personal opinion about jj usage on those of us who don't want to waste that tonnage... and I am not blowing away my build just because what I want conflicts with the jj's... another feature I just thought of... when you hit the button that highlights every in your viewscreen, make it so that it can be set to both sides or just the enemy mechs... I find that if there are too many in the screen it ends up with information overload.


FYI: on the Timber Wolf, only one variant (and thus one set of omnipods) was equipped with jump jets. If you change out the omnipods for anything other than the -S variant, you'll remove the jump jets and recover that lost tonnage.

#1200 C337Skymaster

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Posted 18 October 2018 - 04:52 PM

I've posted in other locations before, but this seems like the place those posts should have gone, so here goes:

I have a few different feature ideas that I'd like to see implemented in MWO, as well as a few buffs and nerfs.

Firstly, the main "feature" that I'd really like to see implemented, is an "omni-variant" selection screen AFTER the map/mode vote. Omnimechs' strength was their ability to be rapidly customized to the environment and mission they were facing, and rapidly repaired in the field. As a limitation to this feature, to prevent omnimechs from becoming too overpowered, the only options should be stock loadouts for all omnimech variants which can be made with currently available tech (or you can abstain to keep your customized loadout). Without this style of adapting your omnimech to the map and mode after it's known, we will NEVER see Inner Sphere Omni's, such as the Avatar and Sunder, because they will have fixed IS XL Engines, and there won't be any point to accepting that guaranteed weakness. The ability to swap to a cold loadout when you see Terra Therma, or to a long-ranged loadout when we get Frozen City Domination, etc, will make IS omnis worth the investment.

Another feature I'd love to see, is a change in the VIP mode. Specifically, a change in the VIP. I think it would be a lot of fun if someone who took Company Command could then issue movement commands to the VIP. On top of that, it would add a whole other dynamic to the game if the VIP were changed into a FUNCTIONAL mobile field base (a la MechWarrior 3), but have a time limit on reaching the destination, so the defending team has to ration their time between stopping for repairs and moving to the end point (if you keep repairing your team, you won't make it in time. Maybe even limit the supplies being carried so that the MFBs will run out of supplies after five or six repairs. You can still stop for repairs, and they'll use up whatever they have left, but anything they're out of won't get fixed).

As for the Buffs/Nerfs, I'd like to see Gauss Rifle functionality changed slightly. Currently, you can fire two Gauss rifles of any size at one time. I'd like to see that changed so you can fire one heavy Gauss, two regular Gauss, and three light Gauss at the same time. This results in 25, 30, and 24 pinpoint damage, respectively, normalizing the damage output (you can still quickly charge and fire the next set of Gauss rifles, similar to how a quad Gauss Kodiak already works).

Also, Heavy Large Lasers have been an issue since they were introduced. Their stats, as loaded in MWO, are 18 damage for 16 heat. On TableTop, they dealt 16 damage for 18 heat. Why didn't we start with those values? Why didn't we adopt those values as soon as they began to present a problem? You're not gonna get any complaints from the lore-hounds, because that's adjusting it so it matches the Lore. (Same thing with C-ERLL. TT: 10 dmg, 12 ht. MWO: 12 dmg, 10 ht, and adjusted since then a few tenths up and down). Just an observation from someone who's only recently begun studying record sheets.

On the subject of heat: Coolant Pod Consumables. You know those actually have a Lore equivalent which takes up crit slots and weight, right? Can we just have that, please? It can still be consumable, and it can still be adjusted with the skill tree, but it'd limit their overpowering effectiveness if you have to decide between a cool shot and a heat sink, which was the original dilemma they were intended to create, anyway.

For that matter, could we get rid of strike consumables and give pilots the option to carry Arrow IV and Long Tom artillery? With all of the same limitations and requirements applicable thereto. Which means to use Arrow IV artillery missiles, you have to have someone spotting a target with a TAG designator, and the TAG laser would no longer have any effect on LRMs. Long Toms are just super ballistic and hard to aim. Either that, or have the ability to dumb-fire missiles and have them automatically home in on the nearest tagged target (NARC would be too powerful, but TAG would be fun).

Otherwise, just the same old requests that are constantly asked for and constantly shot down: Fire Moth, Unreal Engine, Ammo Switching, etc. Getting thunder and inferno LRM munitions with ammo switching would be fun and add new game dynamics. :)





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