TheArisen, on 25 December 2015 - 03:16 PM, said:
More than a few people talk about TTK being too low. Instead of nerfs, etc. I think it'd be worth introducing defensive technology. Obviously, some of these would need to be modified to be implemented in MWO but they'd make things more interesting.
I know these aren't all in timeline but for the sake of gameplay, Pgi should move up/bend the timeline.
1. Armored Components, extra internal on a single weapon/equipment
http://www.sarna.net...ored_Components
Just about useless.
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Interesting but would likely need a lot of 3D modeling work to build the meshes for modular armor plating on every mech. Unless PGI wants to commit to that much work, it ain't gonna happen.
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Perfectly viable and would be an excellent addition to give us players more options to build mechs as. Also makes laser vomit/energy boating a riskier proposition because encountering an adversary with energy reflective armor put you at a disadvantage.
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Similar to above, just for ballistics/missiles. A good reason to be wary of boating weapons.
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Another good addition. Sacrifice tonnage and mobility in order to get more overall protection than you can get with standard or ferro-fibrous armor. It's not a gimmie to every player because it really HURTS your weapons payload to bulk up your armor to the max.
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More slots for lighter armor. Eh, why not. I don't see anybody using it, though, too many slots consumed.
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This, OTOH, can fit in a lot of mechs for a bit of a tonnage boost.
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My, my. Interesting piece of kit, probably not very likely to get much use though. PPCs aren't the rage, though they do get significant use. A good way of making sure if PPCs start getting boated a lot they can be countered, though!
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Would need players to be very much aware of how to turn on and off in order to control their heat, or just make sure it won't activate if heat is above a certain threshold in order to avoid overheating. It's a nice thing to have otherwise.
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My questions for everyone are, how much of an effect would adding defensive tech. have? And how should these technologies be implemented in MWO?
Most techs can be added in a straighforward manner, and I can't think of any adverse balance changes they'd introduce. They mainly add risk to boating singular type of weapons or give options to sacrifice firepower/mobility for additional protection.
Armored components don't really add anything much to the game, though. Sure, if you really WANT to armor up that AC20... but at the cost? ewww... That feature is best used in TT to deal with cockpits, engines and gyros. You know, the stuff that kills the mech if critted. I... can't think of much else being worth the tonnage sacrifice to add additional protection to. Yeah, AC20 for 19 tons, no thanks.
The big problem however is that a timeline advancement is required for adding all of those items, pretty much. That also means adding more weapons and perhaps other equipments. Can't really look at these techs in isolation.
Still, if we do, I think I'm mostly spot on. Mechanical stand-point, there's no real reason NOT to add them, they're not in any way overpowered.