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Omnipod Set Quirks Solutions


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Poll: Variable Omnipod Bonuses (3 member(s) have cast votes)

How would you like Omnipod set quirks?

  1. 8-Pod-Bonus only (status quo) (1 votes [33.33%])

    Percentage of vote: 33.33%

  2. 6- & 7-Pod-Bonuses also (0 votes [0.00%])

    Percentage of vote: 0.00%

  3. Any set bonus variation from 2 pods up (0 votes [0.00%])

    Percentage of vote: 0.00%

  4. Weapon Bonuses tied to mostly unarmed pods or CT only (1 votes [33.33%])

    Percentage of vote: 33.33%

  5. Different suggestion (specified below) (1 votes [33.33%])

    Percentage of vote: 33.33%

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#1 Kuaron

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Posted 14 October 2016 - 08:57 AM

At the moment, Omnimechs have either straight quirks for individual pods, or an 8-pod-bonus which is often either minor or reverts negative quirks on overly popular pods (e.g. TBR hight triple laser shoulder) if you choose the appropriate pure variant omnipod set.

Now, the Viper has its weapon quirks tied to full sets, which is an interesting thing.
On the one hand, having ~2,5% weapon quirks on individual pods and combining them to relevant bonuses gives the true variability the Omnimech technology promises.
On the other hand, many Battletech Mech variants have mixed builds, featured by appropriate quirks in MWO, but in MWO you'd more often just collect the bonuses for the one single weapon type you are about to use from different variants and be more effective this way than the apparently stupid Mech constructors were thinking.

But then, being forced to using the entire 8-pod-set is quite restrictive.

Let's come to the suggestions.

One idea would be to leave 8-pod-bonuses minor and in addition replace quirks from individual pods by set bonuses for 6 or 7 pods (out of 8), which would leave you the variation to replace one respectively two parts without losing (Viper) or keeping (old system) all the Mech's important quirks, but just one part.

A variation of this suggestion would be the option for tiny sets of less than 6 pods. I haven't thought this one to the end, it could have interesting application, but would also leave to a grade of complexity one could want to avoid.
An exclusion would be if one part of such tiny set would always stay the same, like in each set having to include the CT. This would avoid adding multiple set bonuses from <5 part tests, which would have been the source of unnecessary complexity.

This leads to the third suggestion:
Weapon quirks tied to mostly unarmed parts, like CT, head etc., instead of being there strongest where the hardpoints are the most anyway. This last suggestion would also give you more diversity when choosing your three variants of one Omnimech.

This way a hypothetical, let's say, ER laser + UAC (jam chance quirked) variant of a Mech would stay what it is, even if you exchange the ballistic arm for another laser one. In the old system (with individually quirked armed pods) this laser arm would maybe have had an energy heat reduction quirk you'd like to add to your ER laser duration quirk from the other arm, rewarding you for breaking the variant set. In the new system the Mech keeps it's profile, allows you continuing profiting from the ER laser quirk even if you decide changing the ballistic arm for more energy and ignoring the UAC quirk. You don't get additional quirks for breaking the default variant set, but you also don't lose all your quirks like in the Viper 8-pod-set solution.

This argumentation/example can be true for each of the suggested solutions, depending on their implementation.

Your thoughts?

#2 Kuaron

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Posted 18 October 2016 - 07:05 AM

I guess I have to bump this one.

Not even votes? Did I fail so badly in explaining the different options in English, or does the topic just not bother anyone?

#3 a gaijin

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Posted 18 October 2016 - 07:38 PM

Best solution for quirks follows:

























Delete ALL quirks from MWO.

Problem solved :)





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