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Techs.....engineers....salvage And Loot System ?


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#1 Mad Strike

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Posted 29 May 2016 - 11:28 AM

So just been playing the latest update of a game called Elite: Dangerous.

Made me remember that , according to lore , every weapon on MWO has lots of diferent manufaturers , obviously each one with his own tweaks which could bring a new layer to the mechlab system.

That or to make things more interesting , a salvage and loot system that could allow us to modify our weapons , engines , armor in a "give and take" way using specific recipes of materials or parts needed for the modifications.

-Make an LBX fire less spread shots at the expense of ammo capacity (consumes more "shots") or tonnage.

-ERPPC that fires faster projectiles but sacrificing some damage output.

Any kind of modification without the need to skip timelines and stuff like that.

Plus at least on Elite , each modification done is random between specific parameters for example:
-Increase laser range output 10% and heat generation by 7%....that's what the upgrade says......but the end result on range could be 5%....so you try again....3%..each try consumes specific resources...then you hit 9% and apply the upgrade.

This could make each player build really unique and not the current copy/paste meta/comp crap we have now.

*Edited previus video to another that explains propperly the UPGRADE/TWEAK mechanic*

https://youtu.be/5yallWOYXh8?t=9m23s

Edited by Mad Strike, 29 May 2016 - 03:36 PM.


#2 Escef

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Posted 29 May 2016 - 11:33 AM

Balance is already a delicate thing as is. Could you imagine the balance nightmare of 4 or 5 different manufacturers versions of each weapon?

Long story short, yeah, it sounds cool, but I don't think it would be worth it.

#3 MechaBattler

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Posted 29 May 2016 - 11:36 AM

It's been suggested before. The game isn't balanced as it is. So they probably don't want to add anything that would make it harder on them. And besides, that's too far out of their comfort zone. They'd rather have lock boxes. That can only be open with keys. Because that's such an immersive battletech experience. Amirite?

#4 Mad Strike

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Posted 29 May 2016 - 11:38 AM

View PostEscef, on 29 May 2016 - 11:33 AM, said:

Balance is already a delicate thing as is. Could you imagine the balance nightmare of 4 or 5 different manufacturers versions of each weapon?

Long story short, yeah, it sounds cool, but I don't think it would be worth it.


I'm done with balance on this game pal , already a wannabe e-sport nightmare.

Plus theres never gonna be balance on this game because of powercreepers.

If you expand the options , you'll you make things a little more complicated for them and more fun for you.

Edited by Mad Strike, 29 May 2016 - 11:44 AM.


#5 DAYLEET

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Posted 29 May 2016 - 11:49 AM

View PostMad Strike, on 29 May 2016 - 11:28 AM, said:

So just been playing the latest update of a game called Elite: Dangerous.

Made me remember that , according to lore , every weapon on MWO has lots of diferent manufaturers , obviously each one with his own tweaks which could bring a new layer to the mechlab system.

That or to make things more interesting , a salvage and loot system that could allow us to modify our weapons , engines , armor in a "give and take" way using specific recipes of materials or parts needed for the modifications.

-Make an LBX fire less spread shots at the expense of ammo capacity (consumes more "shots") or tonnage.

-ERPPC that fires faster projectiles but sacrificing some damage output.

Any kind of modification without the need to skip timelines and stuff like that.



As far as everything i read about the Engineer update it seems to turn Elite into a korean grade farming mmo with just one map that is suddenly elite for everyone, regardless of how good or bad you are, new or old, best ship or not. The new components are mendatory to just survive. Though ive not played yet, Elite just got worse imo.

Im not sure grinding to loot better weapon is a good idea for mwo, it isnt for elite as far as im concerned.

Edited by DAYLEET, 29 May 2016 - 11:50 AM.


#6 Mad Strike

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Posted 29 May 2016 - 11:51 AM

View PostDAYLEET, on 29 May 2016 - 11:49 AM, said:

As far as everything i read about the Engineer update it seems to turn Elite into a korean grade farming mmo with just one map that is suddenly elite for everyone, regardless of how good or bad you are, new or old, best ship or not. The new components are mendatory to just survive. Though ive not played yet, Elite just got worse imo.

Im not sure grinding to loot better weapon is a good idea for mwo, it isnt for elite as far as im concerned.


Depends on your rank.

Killing NPCs was too easy before the update , now is even.

And is not BETTER but DIFFERENT since it's still a random numbers give/take logic between specific parameters.

Edited by Mad Strike, 29 May 2016 - 11:56 AM.


#7 DAYLEET

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Posted 29 May 2016 - 11:57 AM

View PostMad Strike, on 29 May 2016 - 11:51 AM, said:

Killing NPCs was too easy before the update , now is even.

It's even if youve done the hundreds of hours of grinding and random crafting. But to get there it isnt. Thats just the pve part. Pvp seems hilarious with the beam that transfer heat, i dont think Frontier have any idea what they are getting into. They can hardly make a basic game and balance it and now that add clearly stronger gear.

#8 Percimes

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Posted 29 May 2016 - 11:59 AM

View PostEscef, on 29 May 2016 - 11:33 AM, said:

Balance is already a delicate thing as is. Could you imagine the balance nightmare of 4 or 5 different manufacturers versions of each weapon?

Long story short, yeah, it sounds cool, but I don't think it would be worth it.


I can imagine it quite easily. Instead of having weapon modules the bonus is related to a particular manufacturer. It's too late for that, the module decision was made a long time ago and I don't expect any turning back. But that's one way it could have been done.

#9 Mad Strike

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Posted 29 May 2016 - 12:05 PM

View PostDAYLEET, on 29 May 2016 - 11:57 AM, said:

It's even if youve done the hundreds of hours of grinding and random crafting. But to get there it isnt. Thats just the pve part. Pvp seems hilarious with the beam that transfer heat, i dont think Frontier have any idea what they are getting into. They can hardly make a basic game and balance it and now that add clearly stronger gear.

lol easy pal we can speak about ED with a PM , the idea is to speak on MWO terms right now.

#10 Escef

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Posted 29 May 2016 - 12:19 PM

View PostMad Strike, on 29 May 2016 - 11:38 AM, said:

If you expand the options , you'll you make things a little more complicated for them and more fun for you.


Yeah, because no one can optimize when there are lots of options... If you believe you can curb optimization with such a system than you are out of your mind, or simply just don't know gamers.

#11 Bud Crue

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Posted 29 May 2016 - 12:24 PM

Mad Strike,

Love the idea and have loved them everytime others have proposed them. Now, lets forget balance and other actual game mechanics for a moment...

In order for PGI to actually incorporate the manufacturing aspect of the various weapons into the game, you do realize that this would involve PGI showing some sort of interest in actually incorporating BT lore into the game? Right? So now that you have had a moment to consider that aspect, ask yourself what are the chances of that happening?

Pretty gd slim.

Now think about balance and all the rest. Pipe dream, man. Just a pipe dream

#12 GrimRiver

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Posted 29 May 2016 - 12:40 PM

I've always liked that idea.

Each weapon mod also changes color of shot to give sense of uniqueness.

IS-ER-LPL: Range +20%, Dmg -20%.

IS-SnubPPC(90m minimal range): +30% ROF, Range -30%.

IS-ERML: Range +20%, -20% duration.

C-LB-XSlug: +100% spread, -20% cooldown.

For a general idea.

There should be pros and cons to each one.

#13 Mad Strike

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Posted 29 May 2016 - 01:11 PM

View PostEscef, on 29 May 2016 - 12:19 PM, said:


Yeah, because no one can optimize when there are lots of options... If you believe you can curb optimization with such a system than you are out of your mind, or simply just don't know gamers.

I'm suggesting a feature , not going for president of gamers.

#14 Mole

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Posted 29 May 2016 - 01:18 PM

Only kind of salvage and looting system I'd like to see is after winning a match maybe you get some extra weapons and maybe, MAYBE a 'mech that an enemy player was playing (obviously you wouldn't be able to salvage a 'mech that is not available for CBills). Another system I would like to see that could be considered salvage is the ability to designate one, but only one 'mech of the opposing tech base of your currently aligned faction in FW as a "salvaged" 'mech. The 'mech chosen could be changed at will at any time but you'd only ever get one of them. This would allow IS players to bring one clan 'mech in their drop deck and allow Clan players to bring one IS 'mech in their drop deck. This would fix the issue of "I want to remain a Kurita Loyalist but that means I will never get to play any of my clan 'mechs in FW ever and I don't want to make two accounts" problem that I have and I'm sure others have as well.

#15 Alistair Winter

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Posted 29 May 2016 - 01:24 PM

In 2012, everyone cheered at this idea. In 2016, I guess remaining players either don't care or actually poopoo the idea because they've given up hope of having complex game mechanics with proper balancing.

Sad times.

#16 Escef

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Posted 29 May 2016 - 02:34 PM

View PostMad Strike, on 29 May 2016 - 01:11 PM, said:

I'm suggesting a feature , not going for president of gamers.


Feature's been suggested before. The general consensus has always been that it sounds cool, but would be near impossible to balance.

#17 Mad Strike

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Posted 29 May 2016 - 03:18 PM

View PostEscef, on 29 May 2016 - 02:34 PM, said:


Feature's been suggested before. The general consensus has always been that it sounds cool, but would be near impossible to balance.


It doesn't need to be balanced i just explained that up there.

In Elite dangerous , when you go to tweak a weapon you first need a specific number of materials , when you "generate" the upgrade a small arrow will start dancing on each status bar that's been affected by the upgrade (heat , DPS , damage , power drain) in a random matter between the theorical parameter of the upgrade (upgrade says that CAN improve 10% but end result is diferent) so lets say you got 10% of extra dps but the heat is too much......so you "generate" again until the upgrade fits into what you consider acceptable.

So we are not talking about static numbers here but random based in luck and your will to keep trying to improve on a constant basis thus creating a more inmerse MECHLAB experience.

P.D: Each upgrade generation consumes materials so you have to be careful on how many times you want to try or you run out of materials and your last tweak generation might be not much of an upgrade ( 3% upgrade on my last one lol )

OH !! here , this is what i was trying to explain , you can see what i mean with "random numbers" : https://youtu.be/5yallWOYXh8?t=9m23s

Edited by Mad Strike, 29 May 2016 - 03:27 PM.


#18 Nightmare1

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Posted 29 May 2016 - 03:21 PM

View PostEscef, on 29 May 2016 - 11:33 AM, said:

Balance is already a delicate thing as is. Could you imagine the balance nightmare of 4 or 5 different manufacturers versions of each weapon?

Long story short, yeah, it sounds cool, but I don't think it would be worth it.


They could remove some Mech quirks though...

#19 Mad Strike

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Posted 29 May 2016 - 03:28 PM

This is what i meant guys !!!! damm was kind of hard searching for a proper video explaining the UPGRADE mechanic i suggest:

Has you can see is not something you need to BALANCE since it's random.

https://youtu.be/5yallWOYXh8?t=9m23s

#20 TLBFestus

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Posted 29 May 2016 - 04:40 PM

PGi has enough trouble finding time to;

- fix a blinking Chat button

- creating a command rose

- make $200,000 maps

- etc., etc., etc.,


I don't think they will ever get around to trying to implement something of this nature when they've ignored so many other small issues.





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