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Putting more skill into mitigating knock down and cone of fire


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#21 Pht

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Posted 04 December 2011 - 01:00 PM

View PostDiana, on 04 December 2011 - 11:28 AM, said:


Care to give a link to where they said that?


I'll second that ...

Link?

#22 Cyttorak

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Posted 04 December 2011 - 05:52 PM

From the FAQ:

Q. Will MechWarrior® Online™ have persistent character content such as leveling or upgrades?

A. Yes. One of the customizations in MechWarrior® Onine™ is to train your pilot to suit your play style. Pilots will bring their efficiencies to whatever BattleMech® they get in.

From the Developer Q&A:

"Is there any particular aspect of the combat which you felt needed to be radically revised and/or updated?"

"[PAUL] To touch on David’s comment, we are also bringing in the ability to skill up your pilot. Your pilot is the actual avatar sitting in the cockpit. The dude or dudette that you’re viewing the world through. This brings a whole new level of pilot awareness to the battlefield and you’ll be hard pressed to see why it wasn’t included before. You will be able to fine tune your pilot’s skills into one of the various roles we have planned for MechWarrior® Online™. This includes scouting and commanding for your team mates."

Now how exactly this will affect gameplay is unknown, but the fact that your pilot is an avatar that can level up over time or specialize in some skillset implies that the RPG elements will affect gameplay.

Edited by Cyttorak, 04 December 2011 - 05:53 PM.


#23 Raeven

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Posted 04 December 2011 - 11:35 PM

I love the idea, if not your vision of how to implement it. Great amounts of damage, running on asphalt, landing a DFA, balancing on one leg...all of those should be directly influenced by your input controls.

I also would like to see a more direct type of heat control in the game. In the board game, you are threatened with shut downs, ammo explosions, and (because of damage) pilot blackouts. All of those are represented by a chance roll to save or fail, influenced by your pilots skill. I would much rather the player have direct control over these things. Instead of a coolant flush boosting your 'Mechs heatsinks, it would instead be used to mitigate shut downs, ammo explosions, and the like. You get a warning, seriousness of the warning influences the intensity of the warning and how much time you have to react with a coolant flush to those specific threats.

#24 Agasutin

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Posted 05 December 2011 - 07:45 AM

View PostCyttorak, on 04 December 2011 - 11:11 AM, said:

This is EXACTLY the opposite of what the devs have stated: that YOU are not the mechwarrior, you CONTROL a mechwarrior.


That's like saying, (for the examples sake generic mmorpg) I'm not the character, I just control it...

#25 Smoked

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Posted 05 December 2011 - 07:59 AM

Also in addition to pilot skills, maybe like give pilots ability perks such as hardy/tough (makes saving rolls vs blackouts at critical times such as being knocked down/rammed/fell over), sniper (faster aiming reticle), missle specialist, etc. Allow these to be purchased directly or c bills. Hopefully they will focus on making this free to play and not pay to win.

#26 Cyttorak

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Posted 05 December 2011 - 11:29 AM

One further point of clarification:
The devs haven't stated exactly how the pilot's skills will manifest in-game, but it's a matter of logic: if the skills had no effect on gameplay, then what are you spending your time grinding to level up for? To make level 50 in Friendship? While that's fine for the bronies out there, it's not so good for the rest of us.
Now increasing skill could have a range of effect from "almost a non-effect" to "massive change in gameplay"...but there will be some effect. We'll just have to wait and see what that is.





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