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Stop The Quirk Madness - Centralize Them For Real Rollwarfare


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Poll: Centralize Quirks in Roll Sets (8 member(s) have cast votes)

Give Mechs specific Roll Sets

  1. Yes (4 votes [50.00%])

    Percentage of vote: 50.00%

  2. No (4 votes [50.00%])

    Percentage of vote: 50.00%

  3. Abstain (0 votes [0.00%])

    Percentage of vote: 0.00%

Module values > Quirk Values

  1. Yes (5 votes [62.50%])

    Percentage of vote: 62.50%

  2. No (2 votes [25.00%])

    Percentage of vote: 25.00%

  3. Abstain (1 votes [12.50%])

    Percentage of vote: 12.50%

Add Flaws

  1. Yes (5 votes [62.50%])

    Percentage of vote: 62.50%

  2. No (2 votes [25.00%])

    Percentage of vote: 25.00%

  3. Abstain (1 votes [12.50%])

    Percentage of vote: 12.50%

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#1 Karl Streiger

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Posted 11 February 2016 - 12:32 AM

Really scanning every and every time the Quirk lists or looking for those values when you are buying or outfitting another BattleMech.

Now the next "Quirk" pass how many mechs will be touched? Why not to keep it simple?

Each Mech should have a roll isn't it?
Hey the quirks are great to underline those rolls, but the implementation is wanting.

Could we just have 1 or 2 roll sets for each Mech?
And each roll has a set of quirks.
(example, Sniper, Bruiser, Skirmisher, Support, Brawler, Harasser, Artillery, Juggernaut, Scout, Striker, Lineman, Lancer....)
Its just like capsuling in coding. Instead of change the same values for >50mechs, you just change one value for one roll set. And you are done.

Say you say the ER-LARGE-LASER is to much.... well so you just need to change the value for the Skirmisher and Sniper roll.

(you can also have different values for each role) just add a modifier.

Say Sniper 1 got a boost of 2% for the ER-LARGE-LASER,
Sniper 2 has 4
Sniper 3 has 6
Sniper 4 has 8
so on.

Next to the more simple coding its just as simple to understand and to keep track.
Say you want to buy a new Warhammer -
the WHM-6R could be the Lineman - a all round quirk pass nothing special
the WHM-6D is a Bruiser to take some serious beating
the WHM-7S well a Lancer - mostly short range weapons but with some punch while closing
the WHM-BW for Sniper some range quirks for long range weapons (including ERLLAS; ERPPC, Gauss, AC2)
...
doesn't matter how the quirks will change in the future - you have a WHM-BW and you know it will always be a Sniper, as well as no quirk pass will turn the 7S in to a LRMBoat or Brawler.


Last not least - keep the quirk values at some acceptable level - weapon modules should be the "best boost" not some additional quirks for free.

The icing of course would be to have negative flaws for each quirk. Just to underline things - a
Sniper don't need twist and turn rates, but maybe some better acceleration and pitch rating, not to mention more range and speed for the cost of slower reloads

A Brawler have to twist and turn like a demon, but don't need range quirks

A support unit may need range and maybe even the option to delvier the hurt as fast as possible but movement is secondary as well as design flaws in cooling.

Edited by Karl Streiger, 11 February 2016 - 11:33 PM.


#2 MarsThunder

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Posted 21 February 2016 - 11:24 AM

It seems you are trying to improve a coding instead of improving the game :)
If I have not got it correctly then I should ask the question "what the problem do you want to solve?".

#3 Karl Streiger

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Posted 22 February 2016 - 07:44 AM

Yes its simple for coding and so simple for QA.

But it also should help players to get consistent mechs.
So for example you buy a new Mech say the Wolverine 6K. Say as a Skirmisher with Medium Range Weapon Quirks (including LPL or LL) - so there are some issues and PGI decided - no the Wolverine 6K with LPL is to much. So instead requirking its complete armament - they just change the quirk level - say from level 5 to level 2.
But it keeps its roll.

Alternative is they remove the LPL from the medium range skirmisher roll - but this would have effect on all other Mechs with this role. But its a consistent change - you don't have to read after every patch the exact changes you simple see the difference in roll level.

Posted Image
I just have begun to create some lists and pictures for those changes.
Here is a BattleMaster - its primary roll Vanguard - is to lead a charge. so its though with good sensors and better heat dissipation. also added some flaws (Les range, less accel and decel values)

I also added a secondary roll to underline the performance of each variant.

#4 MarsThunder

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Posted 22 February 2016 - 09:14 AM

Thank you for clarification, Karl. Your idea is surely interesting.
But you have not said much about "what the problem do you want to solve?". You have mentioned:
1) "consistency"
2) "you don't have to read"
Doubtfully much people would agree that these are high priority problems.
But...
Probably I see the-problem-to-be-solved: role warfare. Your idea could help to make a step or two in the right direction :)

#5 Karl Streiger

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Posted 22 February 2016 - 11:21 PM

View PostMarsThunder, on 22 February 2016 - 09:14 AM, said:

Probably I see the-problem-to-be-solved: role warfare. Your idea could help to make a step or two in the right direction Posted Image

Hm mabye that was the main reason behind the idea but i did lost in on the walk. Thx for reminding.

Yes of course roll warfare. Including the simple fact that sizes matters (you know those pixel sizes for Mechs - those have to be considered first and foremost when granting armor and structural upgrades - and why not also for heat dissipation.

Each "Quirk List" is a roll set on its own. For example you always know when using a sniper you trade range and v0 for DPS. So when you buy say a BattleMaster you won't run all of them with sweet spot number of Large Lasers

#6 MechWarrior849305

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Posted 23 February 2016 - 08:46 AM

@OP
Are you playing FORUMs?





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