Rather than try to define what role warfare should be I feel the best course of action is to allow pilots to decide what roles they want each mech to fill. such as in the diagram below. Please let me know what you think after you look at the diagram. I feel this role selection can be achieved using the skill tree and revising it to operate in a different way as illustrated in the picture.
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How To Really Acheive Role Warfare
Started by Xavier, Sep 14 2015 08:40 AM
4 replies to this topic
#1
Posted 14 September 2015 - 08:40 AM
#2
Posted 17 September 2015 - 06:51 PM
#3
Posted 17 September 2015 - 07:28 PM
Might want to clarify if the skills would be assigned per mech, or be locked in per chassis upon selection/inlocking.
I'm presuming here that you'd be able to select for each individual mech what active skills would be on at any given time. (For example, I could have one Hunchback 4J with scout skills, and another with skirmisher skills if I owned two of them.)
Sounds similar to my own concept about skills (pardon the hand drawn diagram).
I'm presuming here that you'd be able to select for each individual mech what active skills would be on at any given time. (For example, I could have one Hunchback 4J with scout skills, and another with skirmisher skills if I owned two of them.)
Sounds similar to my own concept about skills (pardon the hand drawn diagram).
#4
Posted 17 September 2015 - 10:06 PM
If they got rid of modules entirely and did this instead it would be fantastic.
If the 'skills' were meaningful and impact full and not tiny 5% turn speed.
If the 'skills' were meaningful and impact full and not tiny 5% turn speed.
#5
Posted 18 September 2015 - 12:25 AM
it seems entirely logical that they set a base for the mech variant i.e. good with sensors, fast or slow and high health.
then you select the quirks you want through a skill tree focusing on attributes like:
increased armour
increased internals
cool down of weapons
heat
range
duration of fire
acceleration
velocity
damage
ecm
sensor range
acquisition time
info gathering time
and on and on.
You could have a standard tree for all mechs (i.e. less work). then if there is a decision to buff something then amend the skill attached to it.
If you own more than one of the same variant you get to spec them differently.
This provides greater customisation. A reason to buy more than one of a type. More immersion.
The thing to do will be to balance the mechs base attributes (they apparently have that info already).
If there is a mech that clearly is better at say missiles and the skills unbalance that then either amend a base attribute or amend the skill tree.
If you amend the skill tree you create unique skill trees for the mechs, which will make the game feel more deep.
I would drop modules and roll them into the skill tree.
Then make it cost xp and cbills to respect or you can pay MC at any time instead.
then you select the quirks you want through a skill tree focusing on attributes like:
increased armour
increased internals
cool down of weapons
heat
range
duration of fire
acceleration
velocity
damage
ecm
sensor range
acquisition time
info gathering time
and on and on.
You could have a standard tree for all mechs (i.e. less work). then if there is a decision to buff something then amend the skill attached to it.
If you own more than one of the same variant you get to spec them differently.
This provides greater customisation. A reason to buy more than one of a type. More immersion.
The thing to do will be to balance the mechs base attributes (they apparently have that info already).
If there is a mech that clearly is better at say missiles and the skills unbalance that then either amend a base attribute or amend the skill tree.
If you amend the skill tree you create unique skill trees for the mechs, which will make the game feel more deep.
I would drop modules and roll them into the skill tree.
Then make it cost xp and cbills to respect or you can pay MC at any time instead.
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