

Weight-Based Quirks
#1
Posted 05 August 2015 - 09:52 AM
Just seems far more interesting than the %range %heat %cycle %face-punches quirks that they use now and critical slots would self-limit the quirks. I do, however, think having %weight on most front of the line weapons would be a bad idea.
#2
Posted 05 August 2015 - 09:57 AM
#3
Posted 05 August 2015 - 09:58 AM
Here's a ton of metal.
Reduce it to 100 pounds for me please.
How are you going to do it for me?
#4
Posted 05 August 2015 - 09:59 AM
Dragon gets -32 tons of AC5 quirks, for example, or free heatsinks for many robots.
I imagine most people don't like the idea of weight free stuff, and not sure how the code would go. I guess technically possible, but they would have to add some more code.
#5
Posted 05 August 2015 - 10:05 AM
The day that IS NARC is on tonnage parity with Clan NARC is when poop hits the fan on balance discussions.
Even the simple concept of just buffing IS NARC velocity or durability vs AMS would actually be worthwhile over Clan NARC.
All such concepts are Lostech though.
Edited by Deathlike, 05 August 2015 - 10:05 AM.
#6
Posted 05 August 2015 - 10:16 AM
Maybe lighter mechs having better targeting potential, more stealthy footprint (less detectable by seismic or even UAV), etc...
I just wouldn't resort to weapon based weight determined quirks like weight, cooldown, range, duration, heat gen, etc...
Basically something to help support the lighter mechs roles in info warfare.
Even after all that, I would still be a bit leery.
#7
Posted 05 August 2015 - 11:02 AM
You could give scout mechs (the very fast mechs like Jenners) enhanced targeting and information relay abilities, ability to target 2 mechs, free invisible tag like system, maybe even free UAVs, a window of time where they don't show a dorito while in sight of enemies (like temp ECM), etc.
The slower lights could get other roles for example, sniper for Panther, Adder Prime (like a free targeting computer effect or for the adder 15 damage pin point cERPPC), Myst Lynx could get massive information warfare bonuses (enhanced ECM range, massive BAP buffs [enhanced range, reduced lock on time for allied mechs, or when used with ECM in counter mode can counter 2 ECMs].
Heavies and mediums could have a bunch of different roles. For example, LRM support (reduced lock on time, faster LRMs, etc), sniper, direct fire support (rate of fire buffs), brawler (some kind of damage reduction, faster torso twist, extra armor?), mobile support (speed buff, faster turning, etc), generalist (flat bonus to many different things), etc.
Since medium mechs can have a bunch of different roles they might get the benefit of 2 roles to support the hybrid generalist nature of medium mechs. Or 1.5x bonus for the very focused mechs.
Heavies would get 1 role or perhaps 2 at half the bonus or something.
Assaults should have roles focused on assaulting things. So, rate of fire buffs for long range focused mechs, large armor bonuses to the close range assaults. Some of the more command focused assaults (only DDC at the moment) might
get bonuses to information sharing or have their target get highlighted on allies screens, etc.
There will still be weak chassis even with all this so they'll get weapon buffs and stuff like we have in the current quirk system.
#8
Posted 05 August 2015 - 11:10 AM
I'd rather each mech have say one or two signature quirks that stand out and have changes to how everything is being calculated.
For example role quirks and some Mech Tree Efficiencies into base mech stats and make more of those static to the individual variants, so that we can see a few signature quirks.
That way say like the Quickdraws would have their superior ability to traverse terrain and so that we could use the labels from the Design Quirks for the various mechs.
I'd like to be able to unlock Skills that could then display the proper titles in the Mech Lab
Such as instead of seeing various ADDITIONAL STRUCTURE (LL): 16.00 and such, we'd instead see say Reinforced Legs in the quirk list.
Or boosted armor actually calculated into the base armor calculation and so on.
#9
Posted 05 August 2015 - 11:11 AM
Deathlike, on 05 August 2015 - 10:05 AM, said:
The day that IS NARC is on tonnage parity with Clan NARC is when poop hits the fan on balance discussions.
Even the simple concept of just buffing IS NARC velocity or durability vs AMS would actually be worthwhile over Clan NARC.
All such concepts are Lostech though.
Not to mention the fact that NARC and TAG are all but useless with all the ECM running around, and the fact that people will have to take even more ECM mechs once this range reduction hits.
#10
Posted 05 August 2015 - 11:37 AM
Money talks, and if you are specifically gearing a mech away from combat (regardless of how useful it may be for info warfare), the pilot better be compensated in earnings to make up for not being combat focused.
I might even say that running a "info warfare" Light mech (say a Locust) should earn more C-Bills and XP per match score than a Heavy or Assault.
I say this because you would need something to sweeten the pot to A: Put me in a far more fragile mech with less firepower and B: Give me a task that prevents me from earning C-Bills the more conventional way of damaging and destroying mechs.
Now I do pilot lights, so in general I personally don't need a lot of prodding to pilot a light, but the Light Queue often floating around 10% says many other people would need more incentive than just an extra UAV, longer range targetting, or quicker info gather to friendlies.
Just saying.
#11
Posted 05 August 2015 - 11:46 AM
If you have to spend say 4 minutes running at 60KPH to get to the "assault" objective, while keeping an eye on the enemy forces, and knowing which side of the map they are on. Information then becomes very valuable, toss in active/passive Radar modes and lots of tree coverage etc and smaller profile mechs all of a sudden have a great role to fill, reasons to camo mechs in certain colours.
Right now you know where the enemies start, and they aren't too difficult to find yourself, if maps were 50x the size with massive canyons...well then it would be a different story
#12
Posted 05 August 2015 - 12:33 PM
Deathlike, on 05 August 2015 - 10:05 AM, said:
The day that IS NARC is on tonnage parity with Clan NARC is when poop hits the fan on balance discussions.
Even the simple concept of just buffing IS NARC velocity or durability vs AMS would actually be worthwhile over Clan NARC.
All such concepts are Lostech though.
"Clan NARC needs to be lighter to balance the fact that Clan Ominmechs can't reduce engine size like IS mechs can, same reason Clan Gauss is perfectly balanced with IS Gauss."
#13
Posted 05 August 2015 - 12:37 PM
Gas Guzzler, on 05 August 2015 - 12:33 PM, said:
That is followed then by "Clan Battlemechs".
Oh poop.
Edited by Deathlike, 05 August 2015 - 12:37 PM.
#14
Posted 06 August 2015 - 04:58 PM
Nightingale27, on 05 August 2015 - 09:58 AM, said:
Here's a ton of metal.
Reduce it to 100 pounds for me please.
How are you going to do it for me?
'
Elves, keebler elves. Those guys are amazing.
(they give great massage too)
Just seems that quirks could be used to promote certain roles with certain mech types rather than simply buffing TTK (armor) or what type of weapon to boat.
Edited by nehebkau, 06 August 2015 - 05:00 PM.
#15
Posted 06 August 2015 - 05:08 PM
However, having the mech's tonnage within its weight bracket be a factor in quirks would be nice. Sort of like how for the early quirk passes the presence of jump jets and ECM reduced the number and/or severity of quirks, being on the low end of a weight class (20 tons, 40 tons, 60 tons, 80 tons) could grant a little extra in the quirks department.
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