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Being Creative With Drop Decks
#1
Posted 28 November 2016 - 06:17 AM
We know that the future is drop decks.
Both FP and QP will feature them.
We now have (I don't actually know for sure but I think) 240 ton decks.
One thing I know for sure is that scouting ended up being more about mediums than lights because of drop deck parameters. I know this because the first mechs I leveled were cheetahs with the intent of using them in scouting. Little did I know.
But, assuming one could toy with drop deck parameters and that they're not just specifcally for certain established FP modes, there could be very fluid options:
Crank it up or down:
120-ton decks, 400 tonners
Instead of tonnage:
-Decks based on the number of hard points. Only X number of hard points allowed.
-Decks based on weapon type: Only XE XB XM
Ideas already afloat out there that are not mine:
-make a deck, choose a mech based on maps
-stock-only decks
-hybrid IS/Clan decks
Ahem...pardon me
<<puts on flame suit>>
PSR based dropped decks
Nooby tunes? You get 5 mechs
Cold-blooded killer? You get 1 mech
DISCLAIMER: I see all of this as having the most potential in special deck events for a weekend or some such, not as permanent ever-lasting changes
Anybody else have drop deck concepts?
#2
Posted 28 November 2016 - 06:29 AM
Hunka Junk, on 28 November 2016 - 06:17 AM, said:
Both FP and QP will feature them.
Source?
Quote
...Seriously? That's a straight up nerf to low weight weapons, and makes a variety of mechs straight up unplayable if you're going by available hard points and not equipped hard points.
Quote
What does this accomplish?
Quote
Min-Max heaven.
Quote
-hybrid IS/Clan decks
For what purpose?
Quote
Nooby tunes? You get 5 mechs
Cold-blooded killer? You get 1 mech
Handicap drop decks. Punishing players for being good. Just... no.
Quote
Weekly drop deck changes.
Are you insane? Applying this to QP only makes a game that's already confusing to casual and new players absolutely impossible to get into, and makes it hell for people even who do understand. And making a new mode for it only splits an already spread thin playerbase.
#3
Posted 28 November 2016 - 06:48 AM
Don't know
In the hands of someone who cares, understands his own game and is quick to players exploiting things
Then changing drop decks on some parameters could be fun/challegning
Here's thinking too much work though
Bombast, on 28 November 2016 - 06:29 AM, said:
Wintersdark, on 07 September 2016 - 06:29 PM, said:
I think that's cool, and am quite interested in seeing how they play. I detest respawn PvP, but drop deck limited respawns are totally different and very cool - because you have a set number of mechs, every time a mech is destroyed that mech is gone; and bad zergy players can't just suck from some communal team wide ticket pool.
I think Conquest would be a very interesting and dynamic mode with 12x4 vs. 12x4, for example.
As much as I hate normal respawn, the respawn proponent guys are right that most game modes just work better with them. I'd love to try our existing game modes in FP, with drop decks, all the while not risking the Quick Play experience.
Good stuff.
NGNG PODCAST #145
Edited by Peter2k, 28 November 2016 - 06:51 AM.
#4
Posted 28 November 2016 - 07:00 AM
Bombast, on 28 November 2016 - 06:29 AM, said:
Source?
...Seriously? That's a straight up nerf to low weight weapons, and makes a variety of mechs straight up unplayable if you're going by available hard points and not equipped hard points.
What does this accomplish?
Min-Max heaven.
For what purpose?
Handicap drop decks. Punishing players for being good. Just... no.
Weekly drop deck changes.
Are you insane? Applying this to QP only makes a game that's already confusing to casual and new players absolutely impossible to get into, and makes it hell for people even who do understand. And making a new mode for it only splits an already spread thin playerbase.
Not trolling at all.
I don't have a source, but I'm reasonably (maybe less so now) sure that there is going to be a QP drop deck mode. I didn't think that was even a maybe.
And, once/if, drop decks are in QP, I just foresee massive imbalance with some people burning through 4 in 4 minutes and, when it gets down to 1v1, that other guy still having three more mechs waiting for him. That was the thinking behind the PSR idea.
As for the rest, variety? For a weekend? Maybe a chance some disadvantaged mechs see play?
And from the get go, it's all probably impossible, no?
#5
Posted 28 November 2016 - 07:00 AM
#6
Posted 28 November 2016 - 07:09 AM
Hunka Junk, on 28 November 2016 - 07:00 AM, said:
NGNG podcast 145
You even posted in that thread
That being said
I think there's no more official word on it
But if it were then it would be MechCon
But it would make sense in a way
The coding is mostly done from normal FP
But I think that this was more the plan:
RestosIII, on 07 September 2016 - 07:15 PM, said:
Edited by Peter2k, 28 November 2016 - 07:14 AM.
#7
Posted 28 November 2016 - 07:21 AM
Peter2k, on 28 November 2016 - 06:48 AM, said:
If I'm reading that right, they're adding QP type stuff to FP, not the other way around. I'm ok with this. If they want to throw more crap into FP, fine. But adding FP stuff to QP...
I don't want to be 'that guy' who threatens to leave and that the game will be utter garbage and unplayable... But if drops decks do make it into QP, I'll probably be leaving. I, of course, don't expect PGI to make decisions based on my gaming preferences, nor other players to take that as some sort of argument - It just is what it is. I can't see it as anything other then a balancing nightmare, an over complication of a system that's already heavily loaded with stuff, and just a general hassle that solves absolutely no problems but causes quite a few.
Edited by Bombast, 28 November 2016 - 08:14 AM.
#8
Posted 28 November 2016 - 07:23 AM
FWIW I think some of the OP's ideas have some merit. If the playerbase were larger, there'd be more scope for these kinds of variations and experiments.
#9
Posted 28 November 2016 - 07:35 AM
#10
Posted 28 November 2016 - 07:38 AM
Even on defense just get so many objectives the gathering team gets away with nothing. I think my best match streak was like 50 gather and 7 lost. This was last event.
Why no one else does this hardly? I don't know.
Edited by Johnny Z, 28 November 2016 - 07:45 AM.
#11
Posted 28 November 2016 - 07:50 AM
Johnny Z, on 28 November 2016 - 07:38 AM, said:
Even on defense just get so many objectives the gathering team gets away with nothing. I think my best match streak was like 50 gather and 7 lost. This was last event.
Why no one else does this hardly? I don't know.
How did you get 50 intel points in one match?
#12
Posted 28 November 2016 - 08:08 AM
King Alen, on 28 November 2016 - 07:50 AM, said:
How did you get 50 intel points in one match?
Over several matches for the last event a few weeks ago. I actually think it was over 50 gathered, but 7 lost for sure. Didn't win every fight but by the time I did fight they got away with nothing. On gather a faster mech can make easy work of slower mechs. I don't mind saying I have the time it needs for my Cicada 2A(C) 140+ clicks to get to the evac zone from 500 meters and under, down to the second.
Edited by Johnny Z, 28 November 2016 - 08:13 AM.
#13
Posted 28 November 2016 - 08:24 AM
Johnny Z, on 28 November 2016 - 08:08 AM, said:
Yea that is what I thought, your first post made it seem like you got 50 intel in one match. Lots of people go for intel points it is not that hard, its just more fun to destroy the other team.
#14
Posted 28 November 2016 - 08:34 AM
King Alen, on 28 November 2016 - 08:24 AM, said:
Yea that is what I thought, your first post made it seem like you got 50 intel in one match. Lots of people go for intel points it is not that hard, its just more fun to destroy the other team.
That's not my typical scouting match streak.
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Edited by Johnny Z, 28 November 2016 - 08:35 AM.
#15
Posted 28 November 2016 - 08:59 AM
Bombast, on 28 November 2016 - 07:21 AM, said:
If I'm reading that right, they're adding QP type stuff to FP, not the other way around. I'm ok with this. If they want to throw more crap into FP, fine. But adding FP stuff to QP...
I don't want to be 'that guy' who threatens to leave and that the game will be utter garbage and unplayable... But if drops decks do make it into QP, I'll probably be leaving. I, of course, don't expect PGI to make decisions based on my gaming preferences, nor other players to take that as some sort of argument - It just is what it is. I can't see it as anything other then a balancing nightmare, an over complication of a system that's already heavily loaded with stuff, and just a general hassle that solves absolutely no problems but causes quite a few.
OK, but what's the all new QP mode? Assault?
Don't ask me for links or sources, but I'm pretty sure an all new QP mode is coming.
#16
Posted 28 November 2016 - 09:08 AM
Hunka Junk, on 28 November 2016 - 08:59 AM, said:
OK, but what's the all new QP mode? Assault?
Don't ask me for links or sources, but I'm pretty sure an all new QP mode is coming.
There's supposedly an Assault change (Which some are hoping is a fix) coming. That's a lot different from Drop Decks, though, and I welcome new map objectives with open arms, even if most of (The royal use) you ******** wouldn't vote for something besides skirmish if your mothers live's depended on it.
Edited by Bombast, 28 November 2016 - 09:08 AM.
#17
Posted 28 November 2016 - 11:07 AM
I have worked in bicycle retail/organized events and web design and have learned the hard way, that adding choices because they may be appealing is a disaster for everybody and is harder to sell and manage than 2-3 basic choices. Now if somebody comes in with cash or a group of friends and say I/we want this and will pay you (sweat equity counts), I make it happen.
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