Pretty obvious ones such as piloting, and gunnery. Might include such as field tech (fast quick fixes in the field), or ammo alteration (making ammo more damaging by adding phosporous or hollow point etc....).
Some Warrior skills such as brawling, knife fighting, martial arts, bargaining, evaluating (buying a lemon mech versus a battered but good mech).
As for mechs themselves.....I believe that to make it as realistic as possible, that the possibility of complete annihalation of your mech MUST be possible. That is what being a mechwarrior is about, going up against the odds and coming out on top. Bravery, honor, skill.
What do you think?
1
Couple of suggestions for Mechpilot skills
Started by Varacious, Dec 13 2011 10:56 AM
4 replies to this topic
#1
Posted 13 December 2011 - 10:56 AM
#2
Posted 13 December 2011 - 11:46 AM
I always took the position of perks instead of skills directly affecting damage or whatever. Here's some of my old ideas from the Mektek forums:
Another idea is to also have a sort of "talent tree". This would be minor perks that you could pick such as "Hawk Eye: You gain an additional 1.0x zoom to your zoom function." (so a player with this would go from whatever is the normal zoom, probably 2.0x, to 3.0x). This is a good example of a perk that isn't extremely powerful, in fact, it does literally nothing to affect ones damage, but it still adds something unique and useful, and would be helpful for both scout oriented mechs AND for long range support mechs and anything in between that likes to see what they're shooting at.
As I said, these talents would not be some sort of ridiculous overpowered perks (like in MW2), but little nudges here and there to create, overall, an interesting piloting experience. Just for fun I'm going to post another example of one such talent: "Seasoned Navigator: If your navigation systems are destroyed, they instead revert to an extremely simplified version." I think this, too, is a great example of a talent that is both cool AND doesn't really actually DO anything as to be powerful. The idea is simple in the lore: Your navigation systems are destroyed, yet you, as the pilot, are a seasoned navigator and can navigate manually. This, once again, would be good for scout mechs and fighter mechs alike.
And, just for fun again, I'll just stick another in here: "Last Laugh: If one of your probes would be destroyed or otherwise rendered inoperable, it instead flies at the offender and explodes upon impact. Can be destroyed in-flight." Once again, doesn't actually allow the pilot to do more damage (at will), nor is it something insanely overpowered, yet it is fun and unique. Imagine a scout mech releasing a probe, getting a good view of the field, and having an enemy mech pop some rounds at the probe. They silently chuckle when it starts to burn, then realize its plummeting right towards them. It erupts into the cockpit, exploding and killing the pilot. Probes get the Last Laugh. (of course, this is hyperbole. The probe would have to get really really lucky in order to hit the cockpit. I just like making up fun stories to get my ideas across)
Another idea is to also have a sort of "talent tree". This would be minor perks that you could pick such as "Hawk Eye: You gain an additional 1.0x zoom to your zoom function." (so a player with this would go from whatever is the normal zoom, probably 2.0x, to 3.0x). This is a good example of a perk that isn't extremely powerful, in fact, it does literally nothing to affect ones damage, but it still adds something unique and useful, and would be helpful for both scout oriented mechs AND for long range support mechs and anything in between that likes to see what they're shooting at.
As I said, these talents would not be some sort of ridiculous overpowered perks (like in MW2), but little nudges here and there to create, overall, an interesting piloting experience. Just for fun I'm going to post another example of one such talent: "Seasoned Navigator: If your navigation systems are destroyed, they instead revert to an extremely simplified version." I think this, too, is a great example of a talent that is both cool AND doesn't really actually DO anything as to be powerful. The idea is simple in the lore: Your navigation systems are destroyed, yet you, as the pilot, are a seasoned navigator and can navigate manually. This, once again, would be good for scout mechs and fighter mechs alike.
And, just for fun again, I'll just stick another in here: "Last Laugh: If one of your probes would be destroyed or otherwise rendered inoperable, it instead flies at the offender and explodes upon impact. Can be destroyed in-flight." Once again, doesn't actually allow the pilot to do more damage (at will), nor is it something insanely overpowered, yet it is fun and unique. Imagine a scout mech releasing a probe, getting a good view of the field, and having an enemy mech pop some rounds at the probe. They silently chuckle when it starts to burn, then realize its plummeting right towards them. It erupts into the cockpit, exploding and killing the pilot. Probes get the Last Laugh. (of course, this is hyperbole. The probe would have to get really really lucky in order to hit the cockpit. I just like making up fun stories to get my ideas across)
#3
Posted 13 December 2011 - 01:21 PM
Originally, I had thought about pilots increasing in skill by making it easier to hit in the location your aiming (cone of fire ideas) or making situations that would normally knock down other pilots not knock you down, but it might be better to just remove the idea of piloting/gunnery skills and instead have perks as mentioned here.
You could have different perk trees with a class of perks. Maybe a Class: Light has an Intelligence Warfare tree while a Class: Assault has an Alpha-Striking tree.
You could have different perk trees with a class of perks. Maybe a Class: Light has an Intelligence Warfare tree while a Class: Assault has an Alpha-Striking tree.
#4
Posted 13 December 2011 - 03:44 PM
Varacious, on 13 December 2011 - 10:56 AM, said:
Pretty obvious ones such as piloting, and gunnery. Might include such as field tech (fast quick fixes in the field), or ammo alteration (making ammo more damaging by adding phosporous or hollow point etc....).
Some Warrior skills such as brawling, knife fighting, martial arts, bargaining, evaluating (buying a lemon mech versus a battered but good mech).
As for mechs themselves.....I believe that to make it as realistic as possible, that the possibility of complete annihalation of your mech MUST be possible. That is what being a mechwarrior is about, going up against the odds and coming out on top. Bravery, honor, skill.
What do you think?
Some Warrior skills such as brawling, knife fighting, martial arts, bargaining, evaluating (buying a lemon mech versus a battered but good mech).
As for mechs themselves.....I believe that to make it as realistic as possible, that the possibility of complete annihalation of your mech MUST be possible. That is what being a mechwarrior is about, going up against the odds and coming out on top. Bravery, honor, skill.
What do you think?
I think that would be pretty cool, would add some depth. Complete annihilation would kind of suck if you spent a lot of time to get it, and the really good players would always have really good mechs and vice versa. That would be my fear at least, depending on how they implement it.
#5
Posted 13 December 2011 - 04:10 PM
scouts could run more effective scans on targets
no skill = jenner
some skill = jenner JR7-C2
more skill = jenner JR7-C2 with high heat levels
next skill rank = jenner JR7-C2 with heat levels and damaged left leg actuator
next skill rank = jenner JR7-C2 with heat levels and damaged left leg actuator and driven by Albert Einstein.
final rank = jenner JR7-C2 with heat levels and damaged left leg actuator and driven by Albert Einstein. and he's sipping his tea and looking away from you.
no skill = jenner
some skill = jenner JR7-C2
more skill = jenner JR7-C2 with high heat levels
next skill rank = jenner JR7-C2 with heat levels and damaged left leg actuator
next skill rank = jenner JR7-C2 with heat levels and damaged left leg actuator and driven by Albert Einstein.
final rank = jenner JR7-C2 with heat levels and damaged left leg actuator and driven by Albert Einstein. and he's sipping his tea and looking away from you.
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