Lots of ideas for contents have been proposed already. PvE, unit home world... blah blah blah, so I am not going into the macro stuff. There's like 200 threads about them already.
What I want to propose is to make the game more diverse, on a micro level.
For one, let's increase the complexity of play with more counters/anti-counters. I am not proposing techs that would deviate from the core lore (no spiral plasma phaser doom cannon, for example, though that would be cool to see), but things that developers might have thought about at some point and techs that just realistically and logically must exist.
Smoke Screen: Extending from the idea of "smoke filter," I mean, that has GOT to have more purpose than on 2 play field and near wreckage, right? I don't know if a smokescreen was proposed at some point during development, (or was in the game), but let's bring it back! Give the smoke screen due to airborn particle dispersion effect, be able to decrease laser damage. (o and give off a cool scatter beam effect in the smoke)
Flares: Kinda self explanatory. Would curtail lrms and save oneself a precious few seconds if accidentally wander into a wide open space. Buying yourself a precious 5-7 seconds from stunlock chain-fire lrm5s would be... game changing.
Random EMP Effect from PPC: PPC hit should short some electronics for a brief moment (a second or so) AS it's supposed to. The electronics it shorts can be random. Maybe all of a sudden your map disappeared, your speed gauge disappeared, your 10 micro laser stop working, has to be a reason this thing is 15 heat only 10 dmg right?
EMP Dispersion: Independent system from a battlemech. The effect is similar to how it's used in Matrix 1. Will short out all electronics in a given vicinity for a few seconds. Imagine a shut down mech strategically positioned waiting for a full lance to walk-by. EMP activated, lance deactivated and must restart/reboot their battlemechs giving the EMP mech and his allies precious seconds to counter/escape/etc. (So the faster shutdown/startup upgrade in the mech tree must mean something, right?)
Holographic Projector: Test peak around the corner? Fire up that projector! If that hologram is immediately pelted by 50 rounds of ACs, though shall not pass. (Idea from mech 3, in smoke jag training facility)
Stun Grenade: Works a bit different than FPS games (as you are in a freaking battlemech), but when someone is using the nightvision filter, immediately blinds them with a huge bright flash if placed correctly (and obviously, doesn't work during the day or don't have night filter on)
UAV Type 2 - Signal Projector: Will not detect enemy mechs for you, but will project a fake radar signature to lure enemies.
UAV Type 3 - Signal Disruptor: Will not detect enemy mechs, but act as a regional ECM for ALL combatants in the vicinity (allies and foes)
Reactive/Reflective Armor: Self explanatory from Mech 4. (Yea yea, screw the lore, give me my bushwacker, nova cat, and uziel already)
Reticule Selector Module: Equipping will unlock a series of new redicules to choose from, other than the circle/cross. (WHY IS THIS NOT A THING ALREADY?)
----------------
As you can tell, I proposed a lot of new defensive measures and other decoys to make a battle more strategic and deceptive. And yes, I realize that dakka mechs seem to be the least affected. But realistically, every change so far has resulted in new series of meta (ghost heat? check) So the changes I propose will undeniably introduce a brand new series of meta. Let's worry about it if a certain genre of meta becomes overpowered, then we can worry about nerfs and balancing.
But I like to think:
1: Curtail laser vomit
2: Increase survivability
3: Introduce defense/offense choice when selecting equipment
4: Curtail "hey, press R so my gajillion rockets will find a new home" people. Want to not waste your gajillion rockets? Get over that hill, share your armor, and get visual to your target so that you stop shooting gajillion rockets at flares.
5: Increase the complexity of battlefield intel. Further emphasize the importance of scouts.
6: Increase the importance of some nominal module/equipment/skills that nobody uses currently
7: More strategic planning, curtail deathball
Certainly, if one team really wishes, they can still go laser vomit, LRM me, or whatever, but I like to think if the problem/style can be more even out, some diversity in game play can be introduced.
Cause honestly, flank/death ball/lrm/laser is only interesting to a certain degree.
(And I know CW3 is coming, but imagine if some of these have been implemented for the current CW, would breaking and entering be as controlled by a few top tier units with a lot of people exclaiming "o wasted drop" as soon as they are sighted? Probably, but I like to think regular people can put up more of a fight than 20-48 every time.
Edited by razenWing, 13 April 2016 - 05:16 PM.