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Ideas from Mechcommander2


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#1 Yeach

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Posted 05 December 2011 - 07:38 PM

http://mwomercs.com/...echcommander-2/

A couple of ideas from Mechcommander2. Opinions if they should be considered for MWO.

1. Customization of limited to grid size and heat level. (2 parts)
1a. Instead of criticals or weight, mechcommander makes weapons, equipment fit onto a grid-type system (similar to some Neverwinter or simlilar RPG inventory backpack).
1b. Heat cap: you can not add heat-intensive weapons if you are over the heat threshold limit unless you add heatsink (equipment)
http://mwomercs.com/...th/page__st__40

2. Only certain mechs have radar (scouts) and ECM.
-This could give a certain mechs a role and less for say an Atlas to scout.

3. Piloting and Gunnery Skills for leveling up our "Avatar/characters" in-game.
-Some ideas are experience could cause a few% points in damage with a weapon, jump a few extra metres, turn a % faster. Identify mechs easier with scouting

4. Mechs lighter than 35 tons do not trigger mines.
-Would give another advantage for lighter mechs or jump-capable specialized mechs.

5. Capture containers, headquarters, turret control and gates.
-Capture containers or various objectives (say headquarters) would give you resource points to use for the items in 6. or give you control of gates, turrets, or radar signatures from towers. Resource containers may spawn resource points over time so it might be an objective to hold onto an objective.

6. Resource Points to call down various support.
6a. Minesweeper for item 4.
6b. Refit / Ordance truck to fill-up on ammo and/or armour.
6c. Artilery strike - to hit those stationary campers (use wide-screen map to target location)
6d. Visual Scout / Radar probe to track where the enemy is (like that Warhammer sending up a probe in that video)
6e. Longtom artilery support - for some fire-support.
6f. Minelayer (though this may be hard to control)
6g. Salvage craft to put in a pilot into a downed mech (maybe just have the salvage craft take mech away from the battlefield)


Anyways having these Mechcommander features would make gameplay much more of a tactical game that a straight destruction / attrition game.

#2 That Guy

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Posted 05 December 2011 - 08:03 PM

for section 1 (customization) and section 3 (avatar leveling), no please, thanks

most of us here want customization to take a long time and take lots of money. I really dont want the drag and drop system from MC2. it was a good system for the game, but in my opinion it does not fit here.
same for heat as well. that "heat system" was put in place to limit mechs load out since the game did not feature individual units heat scale (preventing some of the MC1 madness with 12 PPC on one chassis :P ). again a good system just inappropriate for this game

In game success should be determined by individual player skill, not some arbitrary "avatar skill" score. so I am against having core combat and movement abilities tied to some sort of RPG stats. it should be YOU with the skill, not your lvl 50 avatar


as far as the other suggestion, those would be nifty to see at some point, especially mines, and capturing "resource buildings"

#3 Nik Van Rhijn

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Posted 06 December 2011 - 12:36 AM

Minefields should be positioned by defenders before the match starts if included. Defenders also should have the chance to pre-register artllery co-ordinates, particularly on the "choke points" created by the minefields.

#4 VYCanis

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Posted 06 December 2011 - 09:06 AM

Its only vibromines that explode within a limited range of ground pressure/vibration

honestly, to prevent griefing, its probably best to just have them only detonate against enemies. otherwise you can expect to have lousy players or intentional griefers laying minefields in areas that ***** over their own team.





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