

Perma-Death
Started by feeWAIVER, Jul 21 2016 10:48 PM
10 replies to this topic
#1
Posted 21 July 2016 - 10:48 PM
Just want to throw this out there..
It's mostly likely too late for such a drastic change... but could you imagine if mechs and mechpacks were much cheaper, but dying and losing a match would cause you to lose the mech?
Likewise, winning a match could yield actual salvage, and the game had an actual crafting system to salvage and repair mechs...
And could you imagine this being balanced with risk vs reward, so you wouldn't always want to risk big expensive mechs?
It will never happen, but man, it would be cool.
It's mostly likely too late for such a drastic change... but could you imagine if mechs and mechpacks were much cheaper, but dying and losing a match would cause you to lose the mech?
Likewise, winning a match could yield actual salvage, and the game had an actual crafting system to salvage and repair mechs...
And could you imagine this being balanced with risk vs reward, so you wouldn't always want to risk big expensive mechs?
It will never happen, but man, it would be cool.
#2
Posted 21 July 2016 - 10:58 PM
Interesting concept. I would definitely try it out, if it is implemented. MC only mechs are an issue, though.
Edited by El Bandito, 21 July 2016 - 10:59 PM.
#3
Posted 21 July 2016 - 11:07 PM
Maybe if we had more complex missions with more options for victory or partial victory without direct confrontation. Right now it's only deathmatch, so one is likely to be dying once in every other match on average. Two matches to accumulate gear is a little brief.
#4
Posted 21 July 2016 - 11:44 PM
Not when i have to rely on others. This would create the most toxic community eva.
#5
Posted 21 July 2016 - 11:45 PM
It would also completely encourage stand off play, people hiding behind their team mates and people hiding to avoid being killed.
You can joke we've already got that but I'm talking about games outside of the underhive people.
You can joke we've already got that but I'm talking about games outside of the underhive people.

#6
Posted 21 July 2016 - 11:50 PM
Only in faction play, but yes. This is how it should've been all along. Getting respawns in a Mechwarrior game... smh
The "serious" game mode is less realistic than the casual ones in many ways...
The "serious" game mode is less realistic than the casual ones in many ways...
Edited by ScreamingSkull, 21 July 2016 - 11:52 PM.
#7
Posted 22 July 2016 - 12:03 AM
With people already being complete chickens scared of their mech's paintjob being scratched... AND the behavior of R&R for its time...
HECK NO.
HECK NO.
#8
Posted 22 July 2016 - 12:51 AM
Dear lord just go away and never return with ideas like that.
I remember when we had repair and rearm that only made you pay for repairs and 90% of players were doing nothing but hiding all game long. Imagine what'll happen if you'll start losing your mechs when you die.
I remember when we had repair and rearm that only made you pay for repairs and 90% of players were doing nothing but hiding all game long. Imagine what'll happen if you'll start losing your mechs when you die.
#10
Posted 22 July 2016 - 01:10 AM
I like the spirit of the idea. It reminds me of hardcore mode in Diablo 2 & 3.
In practice, however, this would be a nightmare.
You'd have to create a system whereby you create character pilots with exp, unique skills, avatars etc., and then give those characters perishable mechs and equipment. For example you create a pilot with a faction, then choose specialization skills from a skill tree that will eventually branch off into very different skill sets.
Say you rank up an assault pilot specializing in Gauss rifles (final skill unlocked could be something like no charge up on the Gauss) all the way to ace rank or elite or whatever, you then put him in a light mech with SRMs. His performance in that mech should be like piloting a mech with no basic efficiencies.
This would require, quite literally, a complete overhaul of the game, but mark my words right at this moment, this kind of change will give MWO a meteoric rise straight through the stratosphere. It won't compete with WoT or Hawken, because by then it would be like a Titan competing with a dwarf (WoT/Hawken would be the dwarf here, for those slow on the uptake).
In practice, however, this would be a nightmare.
You'd have to create a system whereby you create character pilots with exp, unique skills, avatars etc., and then give those characters perishable mechs and equipment. For example you create a pilot with a faction, then choose specialization skills from a skill tree that will eventually branch off into very different skill sets.
Say you rank up an assault pilot specializing in Gauss rifles (final skill unlocked could be something like no charge up on the Gauss) all the way to ace rank or elite or whatever, you then put him in a light mech with SRMs. His performance in that mech should be like piloting a mech with no basic efficiencies.
This would require, quite literally, a complete overhaul of the game, but mark my words right at this moment, this kind of change will give MWO a meteoric rise straight through the stratosphere. It won't compete with WoT or Hawken, because by then it would be like a Titan competing with a dwarf (WoT/Hawken would be the dwarf here, for those slow on the uptake).
Edited by ArmandTulsen, 22 July 2016 - 01:12 AM.
#11
Posted 22 July 2016 - 01:25 AM
As much as I like Hard Core modes, without another some other game play options Perma Death does not work for this game model. Mainly due to the fact about 70% of the mechs in a Match are Destroyed.
00
We would need something like:
Play as Infantry (No Death Penalty)
Power Armor/Tanks/planes/Boat (Replacement 50% cost of unit used)
Proto Mechs (Replacement 60% cost of the unit used)
Mechs (Replacement 80% cost of the unit used)
(add %10 cost per tech level of the unit pass tech 1)
AKA if you used level 2 equipment on a mech it will cost your 10% more to repair it.
IF you use Experimental Equipment AKA Level 3 it would cost you 20% more to repair it.
but your Need to have an option where the player can earn money without the fear of losing it totally. The above (even though I'm sure MWO will not go combined arms) would give that option with Infantry, the Most fear weapon on a Mech as infantry was the Flamer and M.G.
And No the Infantry will not be like Doom Guy or any other FPS where you can carry 10,000 weapon and not have it effect your character. The High odd you would get the options something like this.
1. Weapon Slot one
2. Weapon Slot two
3-6. Tactical slot / Ammo Slots
You can carry system weight of 3.5
Light weapons (Pistols / Swords / Bows / Knife) weight 0.5
Medium Weapons (Rifles / SMG) Weight 1
Heavy Weapons (SRM, LRM [yes there are man packs version of these], Heavy M.G., Man Pack PPC) Weight 1.5
Ammo Belts: Weight 0.5 (2 Reload for Light weight, One Reload of Heavy and Medium Weapons)
Tactical:
Weight 0.5 : Explosives (AKA grenades or Anti-Mech/Tank Shaped Charges),
Weight 1: Medical Kits, Spotting Equipment, Portable Tag Laser
Weight 2: Reload station for Infantry / Power armor
00
We would need something like:
Play as Infantry (No Death Penalty)
Power Armor/Tanks/planes/Boat (Replacement 50% cost of unit used)
Proto Mechs (Replacement 60% cost of the unit used)
Mechs (Replacement 80% cost of the unit used)
(add %10 cost per tech level of the unit pass tech 1)
AKA if you used level 2 equipment on a mech it will cost your 10% more to repair it.
IF you use Experimental Equipment AKA Level 3 it would cost you 20% more to repair it.
but your Need to have an option where the player can earn money without the fear of losing it totally. The above (even though I'm sure MWO will not go combined arms) would give that option with Infantry, the Most fear weapon on a Mech as infantry was the Flamer and M.G.
And No the Infantry will not be like Doom Guy or any other FPS where you can carry 10,000 weapon and not have it effect your character. The High odd you would get the options something like this.
1. Weapon Slot one
2. Weapon Slot two
3-6. Tactical slot / Ammo Slots
You can carry system weight of 3.5
Light weapons (Pistols / Swords / Bows / Knife) weight 0.5
Medium Weapons (Rifles / SMG) Weight 1
Heavy Weapons (SRM, LRM [yes there are man packs version of these], Heavy M.G., Man Pack PPC) Weight 1.5
Ammo Belts: Weight 0.5 (2 Reload for Light weight, One Reload of Heavy and Medium Weapons)
Tactical:
Weight 0.5 : Explosives (AKA grenades or Anti-Mech/Tank Shaped Charges),
Weight 1: Medical Kits, Spotting Equipment, Portable Tag Laser
Weight 2: Reload station for Infantry / Power armor
Edited by wolf74, 22 July 2016 - 01:49 AM.
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