Hey guys!
sorry if a similar proposal was already made, don't read the forums that regularly
I have an idea for quirks in general for which I ask you for feedback
reason for proposal: my major irk with quirks is, that some of the IS mechs have become awesome, because they have the right quirks - not speaking of the "winners" of the quickening, but for example the marauder that is really agile thanks to the torso twist quirks. meanwhile especially the clan mechs are rather underwhelming
general idea: find a system that gives all chassis one individual quirk that fits their purpose and make room for "quirk customization"
how it works:
example Atlas:
the AS7-D is lorwise supposed to be tough - wherever an Atlas goes, awe will always be his companion. therefore it should be tanky (no one fears a glas cannon). We remove all quirks but leave the structure quirks in place(=chassis quirk) . why not buff armor for tankyness? cause it's no fun shooting a sponge to no effect... stripped armor at least gives the chance to destroy internals.
with the old quirks removed comes the customization in play. Every mech receives two perk slots, similar to modules. want more tankyness? "Reinforced Structure" grants +% structure based on tonnage plus a minor boost in torso turn rate. Want more ammo for that frightening ac20? take the "Improved Ammo Storage" perk, granting +% ammo/ton plus a small decrease in chances for an ammo explosion. Don't need ammo but you want to improve your tankyness by utilizing your torso twist? Take the "Improved Torso Actuator" (or whatever part it us that makes your torso spin) which grants a higher +%percent torso turn rate than the "Reinforced Structure" perk (they stack though) and gives a small increase in legs/mech turn rate.
But wait, what about the other variants? Do they get different chassis quirks? No, the balancing factor here are hardpoints. All AS7 have to be tanky. The D-DC gets ECM and trades 2E for it. BH exchanges M hard points for additional E hard points. if one of then needs quirks regarding sensor range or heat, they can selrct the specific perk.
Example Mad Dog:
The MDD-Prime is meant to prey on its target and support the team mates by indirect fire. We grant the MDD a chassis quirk of +% ammo/ton (to not leave out the C Variant). You want to reposition more often? The "Improved Leg Structure" grants you +% acceleration/deceleration and a small plus in leg structure. Want to focus on energy weapons? The "Directed Energy Heat Exhaust Vent" Perk grants a decrease in energy heat. Want to cool off quicker instead? "Improved cooling fins" increase the cooling rate per Heatsink.
Example Raven:
The Raven is meant to be a scout - it's chassis quirk is a plus in sensor range and info gathering. But you want to have that insane SRM4 fire rate for your Huginn? That fire rate is madness anyways. Take the "Improved Missile Beltfeed" decreasing the Missile reloadspead by %. Want to further improve the missile spread over Artemis? Select the "Improved Payload" Perk which decreases spread of Ballistics and Missiles, plus gives a small increase in projectile/missile speed
But what with the weapon and mech Modules?
In my opinion, the weapon modules (range, reload - and imo even heat) is fine
Mech modules like seismic or Radar derp are gonners for me with Quirk 3.0
It's important fo focus on actual quirks and not give mechs mystery abilities like a personal ecm and a motion sensor. Decrease the radar signature or improve the short range radar detection instead
The chassis-quirk gives the possibility to emphasize each and every chassis' role, while the actual specialization is open to its mechwarrior
TL:DR
- current quirks only generate winners and loosers of the quirkening
- reduce variant quirks to one general chassis quirk
- add two perk slots for every mech (additional to modules) that basically represent parts of the current quirks (missile spread, +structure, etc.)
- leave the choice of individual quirks to the pilot
- remove "mystery abilities" like radar derp and seismic sensor
please give me your thoughts! (constructive ones preferred)


1 reply to this topic
#1
Posted 12 February 2016 - 04:39 AM
#2
Posted 12 February 2016 - 04:44 AM
I proposed something along the lines of a "custom hero", but this is close enough.
Would go so far as to If you want to respec quirks, you need to either pay a big GXP cost, an MC cost, or buy a chassis entirely.
The first spec is free, so P2W argument covered.
There's a catch though.
What stops really stupid builds? Surely your quirks for improved cooling watchamacallits must have a downside.
If I have 15% colder energy weapons, I expect to have my energy range gutted by 20%.
If my burn duration becomes 20% faster, I expect a 30% longer cooldown between shots.
Would go so far as to If you want to respec quirks, you need to either pay a big GXP cost, an MC cost, or buy a chassis entirely.
The first spec is free, so P2W argument covered.
There's a catch though.
What stops really stupid builds? Surely your quirks for improved cooling watchamacallits must have a downside.
If I have 15% colder energy weapons, I expect to have my energy range gutted by 20%.
If my burn duration becomes 20% faster, I expect a 30% longer cooldown between shots.
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