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Quirk System


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#1 ChefGodzilla

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Posted 01 June 2016 - 10:05 AM

20MC cost to allow a Mech to gain a random quirk to a random Component.

IE. i provided 12 assists most of them with my ac2 therefore it has a +1%range.

downside is that if the component is destroyed the bonus is lost.

#2 Nik Reaper

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Posted 01 June 2016 - 10:15 AM

Oki... now consider the fact that there are groups of players with godly skill that play this like it was there job and rage the hell out at each other and others when they lose for some reason, and then also think of all the f2p players that should at some point should sink in ~20 $ at least for mech bays for like a year on black fridays sale to keep the servers running but don't, and now think on what you just said you want?

What you want sounds fun, sounds like a light gamble but is in fact power for money, it is very little power ( with efficient grinding potentially a lot of power, ei. never/rarely lose = large modifier ) for little money but PGI has no concept of a slippery slope, they work with ledges.

So what would happen is that the hard core high level players would have most serious mechs all kitted out with those bonuses adding even more power to there side that as it already stomping and rarely runs it to real challenge most of the time, while everyone else would get a bonus lose a bonus and rarely leverage the power of the bonus to any real, notable benefit.

Edited by Nik Reaper, 01 June 2016 - 10:17 AM.


#3 ChefGodzilla

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Posted 01 June 2016 - 10:25 AM

then the tier system would work

#4 Nik Reaper

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Posted 01 June 2016 - 10:32 AM

How do you figure?

Also the tier system is a mix of an experience bar that gets filled up over time and a kind of a stop gap for players to advance who repeatedly perform badly as a single win with ok performance will add points equal to many bad losses so unless you have a >50% bad games you will gain points and advance in the long run...
We really need the zero sum one where you can advance in 10~20 games and fall down due to a loss streak just as fast... it's about match making and playing experience not e-peen, so if you are doing badly that session go down and get easier games, you are doing well go up fast, get harder games.

Edited by Nik Reaper, 01 June 2016 - 10:39 AM.


#5 Revis Volek

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Posted 01 June 2016 - 12:51 PM

View PostCheifGodzilla, on 01 June 2016 - 10:05 AM, said:

20MC cost to allow a Mech to gain a random quirk to a random Component.

IE. i provided 12 assists most of them with my ac2 therefore it has a +1%range.

downside is that if the component is destroyed the bonus is lost.



This would never fly, also quirks arent something that just get thrown around they are a balancing tool for trash tier mechs. Thats why some mechs have lots of quirks and some have none at all.

View PostCheifGodzilla, on 01 June 2016 - 10:25 AM, said:

then the tier system would work



This makes no sense, especially in the context of your OP. So your saying buying quirks is a kin to the tier system?

Wut?

#6 S 0 L E N Y A

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Posted 01 June 2016 - 01:08 PM

Nope!
Next please.

#7 cazidin

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Posted 01 June 2016 - 01:46 PM

Didn't you learn from supply caches that we DON'T LIKE PAYING FOR RNG?!

#8 Chimera_

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Posted 01 June 2016 - 01:50 PM

So...then I go up against a KDK-3 who spent 10k MC to get 30% UAC jam chance quirks on his mech?

No thanks.

#9 JaxRiot

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Posted 01 June 2016 - 02:01 PM

Noooo

Bad idea.

We will get people who drop a ton of MC on quirks to have mega quirked mechs, who will then blow up these forums when their P2W quirks get destroyed.

Nah bad idea. Very bad

#10 AnTi90d

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Posted 01 June 2016 - 02:05 PM

View PostNik Reaper, on 01 June 2016 - 10:32 AM, said:

We really need the zero sum one where you can advance in 10~20 games and fall down due to a loss streak just as fast... it's about match making and playing experience not e-peen, so if you are doing badly that session go down and get easier games, you are doing well go up fast, get harder games.


I played a Japanese game that had a ranking system like that. It was bull ****.

That system punishes people for having fun or experimenting with new bots/builds. On top of that, they would run ranking challenges that only benefitted the top laggers that could warp around the screen like a god damn Displacer Beast because their rank was at the maximum from no one being able to land a shot that actually registered on them.

Posted Image


(LOL @ the Firefox dictionary for not knowing about the word, "benefitted.")

#11 Levi Porphyrogenitus

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Posted 01 June 2016 - 02:12 PM

Unfortunately, pay-for-quirks would be pay-to-win.

If some kind of change is necessary, it'd be better if quirks and mech ranks were reworked to allow people to pay xp to custom-select their quirks, with prices based on the variant.

#12 DAYLEET

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Posted 01 June 2016 - 02:21 PM

No to OP. A small negligible increase suddenly become a clear advantage when a weapon is boated in large numbers and we dont need to buff them further. The module system is a good example, most cooldown or range modules of 12% amount to nothing alone but when you have 6 or plus of that weapon that small amount is multiplied and becomes significant, it's just not logical from a balance point of view.

View PostNik Reaper, on 01 June 2016 - 10:32 AM, said:

We really need the zero sum one where you can advance in 10~20 games and fall down due to a loss streak just as fast... it's about match making and playing experience not e-peen, so if you are doing badly that session go down and get easier games, you are doing well go up fast, get harder games.

That can only make sense in a 1vs1 scenario at best. The xp bar is fine.

#13 Jaeger Gonzo

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Posted 01 June 2016 - 02:35 PM

Most terrible idea that I have seen for a while.

#14 cazidin

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Posted 01 June 2016 - 03:49 PM

View PostJaeger Gonzo, on 01 June 2016 - 02:35 PM, said:

Most terrible idea that I have seen for a while.


Supply Caches?





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