Here is the plan for a phased release.
Let us know how you feel about these changes!
Often the Community lists these few things in MWO that are leading to sometimes less fun:
- 1. Game battle-time is short when being killed very fast – TTK is too fast (QP and FP)
- 2. Weapons are boated for more dmg per volley – leads to #1
- 3. Single weapons feel weak, so you pack multiples – leads to #2 and then to #1
- 4. Skills are simple improvements without choices – mechs without full elite skills feel weak
- 5. Faction warfare has no life to keep you engaged outside the battles
To change everything in the game in one step would make players wait very long AND have a huge change at once where it’s hard to recognize the game and the success of the changes at all.
Therefore the release of the changes is split into phases as outlined below.
Phase 1: Heat System control (Energy Draw) –> Reduces Alpha dmg
Phase 2: Gameplay Tuning (Mechs/Weapon) –> Increases survivability and single-weapon feeling
Phase 3: Weapon System changes –> Increases diversity and balance
Phase 4: Heat Side-Effects (from Table Top) –> Increase importance of heat management
Phase 5: Skill System Revamp –> Provides diversity and choices
Phase 6: Faction Warfare Mission Additions –> Provides short term fun and long term goals
Let’s have a quick overview of what to expect in each Phase before we go into details.
Phase 1 – Heat System Control – Energy Draw
- 1. Add Energy Draw (as is currently in PTS3)
- 2. Fine tune ED values
- Medium/Light weapons to have about 1:1 dmg/draw
- Higher values for large weapons about 1:1.2 dmg/draw
- 3. Going over the 30 cap will pause Energy replenishing for 1 second
Phase 2 – Gameplay Tuning
- 1. Internals of all mechs x2
- 2. Large weapons with high damage and long cooldown
- 3. Med/Light weapons with low dmg and short cooldown
- 4. LRM spread normalized
- 5. Agility decoupled from Engines and put on each variant as quirk
- 6. Jump Jet tuning (more efficient)
Phase 3 – Weapon System changes
- 1. Pulse Laser with very short cooldown (makes them different to std Laser class)
- 2. ACs fire long streams of bullets (more dakka, more fun)
- 3. LRM Line-Of-Sight lock on mechanic to lock on 5 bones of the target (SSRM hit locations)
Phase 4 – Heat Side-Effects (from Table Top)
- 1. Agility reduction
- 2. Speed reduction
- 3. Internal damage
- 4. Damage to components (weapons, ammo, heat sinks)
- 5. More damage the higher you go in heat, but still less than current override-damage
Phase 5 – Skill System Revamp
- 1. Remove all Skills and provide Class based skills
- 2. Overlap only few skills for two Classes ( Light/Med, Med/Heavy, Heavy/Assault)
- 3. Provide choices in skill tree – Unable to max everything
- 4. Money-Sink to reset skills of a mech to 0 (removes the invested XP only)
Phase 6 – Faction Warfare Mission Additions
- 1. Provide changing daily missions per faction (e.g. head hunter mission: destroy 5 Jade Falcon Mechs)
- 2. Add weekly Campaigns per faction (complete multiple Missions)
- 3. Add 3-Month Campaigns per faction (multiple weekly Campaigns/Missions)
- 4. Add Inspect-Player feature (FW Campaign and Contract stats only)
- 5. Campaigns give badges for the pilot’s parade-uniform (inspect player feature)
- 6. Switching faction will cancel your progress of the current campaign of that faction
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Edited by Reno Blade, 09 September 2016 - 02:41 AM.