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Unreasonable Or Trivial Requests That You Know Will Never Ever Be Implemented Into The Game


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#61 jss78

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Posted 19 December 2016 - 04:55 PM

I'm dividing this to either "Don't expect to see" things and "might actually see" things. To be realistic, I don't expect to see anything "big" in MWO. Posted Image .

Don't expect to see
- Quads
- LAMs
- Oh hell, Quad LAMs (I forget if any are canonical)
- Combined arms (all of it: tanks, infantry, aerospace, VTOLs)
- Ultralight 'mechs, and in particular the 15-tonner Flea (because 20 tons is OP)

Hope to actually see
- Variable size drops in QP (12-vs-12, 8-vs-8, maybe 4-vs-4 ... I don't understand the debate about what's best, give us all of them for variety)
- Major periphery factions, Taurians, Canopians, etc.(no longer has a gameplay effect so "trivial", but adds a bit of lore flavour)
- Big guns (my Jager gauss rifles make me feel diminished)
- IK
- Command Console worth using
- jump jets
- rework PPC min range as gradual damage dropoff instead of max-damage-at-180m, zero-at-179m
- IS LRM's, something similar
- flamers, better visual effect

#62 Snowbluff

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Posted 19 December 2016 - 05:05 PM

View Postjss78, on 19 December 2016 - 04:55 PM, said:

- rework PPC min range as gradual damage dropoff instead of max-damage-at-180m, zero-at-179m

I want it not to fire at all, like how it's supposed to work, so you don't get the heat and it matches the lore better.

#63 jss78

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Posted 19 December 2016 - 05:14 PM

View PostSnowbluff, on 19 December 2016 - 05:05 PM, said:

I want it not to fire at all, like how it's supposed to work, so you don't get the heat and it matches the lore better.


In tabletop it DOES fire within minimum range, and does full damage, you just get a to-hit penalty (and not too bad a one). We can't really make them hard to aim, so IMO a gradual damage dropoff would reproduce the "intent" of the TT rule in a way that works in an FPS environment.

I just really dislike these arbitrary thresholds where moving 1 meter makes your weapon do zero damage instead of max.

#64 Alex Morgaine

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Posted 19 December 2016 - 05:24 PM

View PostStaggerCheck, on 19 December 2016 - 06:56 AM, said:

Clan LB 20-X has one less critical slot so that it can fit into same locations as the Clan Ultra AC/20. Not having shared critical slot locations as in the TT game has hampered potential placement of the weapon needlessly.

Saved camouflage patterns per the environment of maps. It would actually make PGI money.

Posted Image

Clan SRM 6 or Streak SRM 6 racks fit into the smaller missile housing on the Summoner LT instead of the larger one used for LRM 10, 15 and 20.


A reason to but more then one "temp" camo per mech? Absurb, it'd never sell!

#65 Snowbluff

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Posted 19 December 2016 - 05:29 PM

View Postjss78, on 19 December 2016 - 05:14 PM, said:


In tabletop it DOES fire within minimum range, and does full damage, you just get a to-hit penalty (and not too bad a one). We can't really make them hard to aim, so IMO a gradual damage dropoff would reproduce the "intent" of the TT rule in a way that works in an FPS environment.

I just really dislike these arbitrary thresholds where moving 1 meter makes your weapon do zero damage instead of max.

Oh right looking at it more closely...

How about programmable inhibitor. You should take damage/get fried for using it up close with it turned off. If it's turned on, you get degraded damage but no backblast.

#66 jss78

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Posted 19 December 2016 - 05:35 PM

View PostSnowbluff, on 19 December 2016 - 05:29 PM, said:

Oh right looking at it more closely...

How about programmable inhibitor. You should take damage/get fried for using it up close with it turned off. If it's turned on, you get degraded damage but no backblast.


I'd like this too ... but a switchable inhibitor sounds awfully like ammo-switching for LB-autocannons, so I don't dare to hope for that. Posted Image

#67 Snowbluff

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Posted 19 December 2016 - 06:02 PM

View Postjss78, on 19 December 2016 - 05:35 PM, said:


I'd like this too ... but a switchable inhibitor sounds awfully like ammo-switching for LB-autocannons, so I don't dare to hope for that. Posted Image

I'd have it work like the ECM.

Oh, here's one I was mulling over:
LBX AMMO SWITCH CODING WORK AROUND
Each LBX gives you two "weapons" in the FCS
One is slug, the other is canister
They share a cooldown but don't share ammo.

Edited by Snowbluff, 19 December 2016 - 06:03 PM.


#68 oldradagast

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Posted 19 December 2016 - 06:39 PM

View Postjss78, on 19 December 2016 - 05:14 PM, said:


In tabletop it DOES fire within minimum range, and does full damage, you just get a to-hit penalty (and not too bad a one). We can't really make them hard to aim, so IMO a gradual damage dropoff would reproduce the "intent" of the TT rule in a way that works in an FPS environment.

I just really dislike these arbitrary thresholds where moving 1 meter makes your weapon do zero damage instead of max.


Agreed. It's simply absurd and not realistic - and, yes, I know that this is a game about big, stompy robots. PPC's magically doing nothing under 90m feels wrong and looks wrong. Heck, I honestly don't like how IS LRM's do nothing under 180m. Even if they literally did 0.1 damage, it would still be better than the rocket-powered missiles running into the enemy and magically doing nothing to him, as if I tossed snowflakes at him.

#69 VirtualRiot

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Posted 19 December 2016 - 06:48 PM

I just want to be able to choose the hardpoints for my weapons...

#70 NeoCodex

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Posted 20 December 2016 - 12:09 AM

I want to use xmas lights together with warhorns. I don't care if it clips, they can make the warhorn invisible for all I care. #Pgiplz.

Edited by NeoCodex, 20 December 2016 - 12:10 AM.


#71 Jingseng

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Posted 20 December 2016 - 12:42 AM

Romance options.

What. Don't tell me you don't think some of those mechs are dead smexy.





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