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Replace Voting With Drop Decks?


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#1 Shiroi Tsuki

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Posted 10 January 2017 - 10:21 AM

Mkay so just a thought. Why don't we take the current CW system on over to QP?
Instead of voting, you get assigned with a specific map and mode. However, you get to choose what Mech to drop with. I'm thinking around 20 seconds, about the same time the voting process in QP takes. While I know some people have over a bajillion Mechs, and navigating through those in 20 seconds is not enough, we could add in a filter (like favorites) or just have drop decks. Also if a pilot doesn't pick a drop deck, their current selected Mech before hittign the Launch button will be their used Mech.

I feel like there would be less people getting screwed over because the popular vote decides to go for a map that completely go against their Mechs/Builds. The only problem I can think of is the overall tonnage and the 3/3/3/3 system basically thrown out of the window. It's not like the 3/3/3/3 system worked anyway

What do you guys think? Is this really dumb or is this something that could work out when done correctly?

#2 Mystere

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Posted 10 January 2017 - 10:23 AM

As I said in another thread:


View PostMystere, on 10 January 2017 - 10:22 AM, said:

I've said it before and I will say it again:

Posted Image

Edited by Mystere, 10 January 2017 - 10:24 AM.


#3 RestosIII

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Posted 10 January 2017 - 10:26 AM

Quick play should be quick. A drop deck makes it oh so very much not quick.

#4 Dread Render

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Posted 10 January 2017 - 10:34 AM

the way drop decks should work in QP is you 1st select the weight class you want to play.
2nd, after the map has been chosen you can pick from your drop deck of that weight.
That way if a long range map won you can choose your LRM PPC boat.
If a short range map won you can choose your SRM MPL boat.
Everyone would have 4 drop decks, one for each weight class.
Get it?... would be Great!!

#5 Snazzy Dragon

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Posted 10 January 2017 - 10:48 AM

I would rather not fight nothing but kodiak 3 dakka boats every time terra comes up.

Edited by Snazzy Dragon, 10 January 2017 - 10:48 AM.


#6 Dread Render

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Posted 10 January 2017 - 10:52 AM

View PostSnazzy Dragon, on 10 January 2017 - 10:48 AM, said:

I would rather not fight nothing but kodiak 3 dakka boats every time terra comes up.

don't worry, the OP Idea will Never Ever work because it would let you choose from any mech you have.
There must always be the weight class selection BEFORE a match can be made.

Edited by Dread Render, 10 January 2017 - 10:53 AM.


#7 Monkey Lover

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Posted 10 January 2017 - 11:15 AM

This promote map meta no thanks. At least now we kind of get a little mix.

#8 Dread Render

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Posted 10 January 2017 - 11:27 AM

View PostMonkey Lover, on 10 January 2017 - 11:15 AM, said:

This promote map meta no thanks. At least now we kind of get a little mix.

yes you are correct...
but for me, I like brawling the most so most of my builds are like SRM / MPL boats so when the map is huge like the two giant snow maps it just makes me want to quit.
this would prevent that bad feeling for everyone.

#9 C E Dwyer

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Posted 10 January 2017 - 11:28 AM

Quick play should only be random, no drop deck

#10 KodiakGW

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Posted 10 January 2017 - 11:29 AM

View PostDread Render, on 10 January 2017 - 10:34 AM, said:

the way drop decks should work in QP is you 1st select the weight class you want to play.
2nd, after the map has been chosen you can pick from your drop deck of that weight.
That way if a long range map won you can choose your LRM PPC boat.
If a short range map won you can choose your SRM MPL boat.
Everyone would have 4 drop decks, one for each weight class.
Get it?... would be Great!!


Exactly the way I would picture it working. You pick your weight class BEFORE you get put into the QP queue. Then you are locked to that weight class for that drop. Just like Scouting Mode you have multiple drop decks, make it the same single bay drop deck for QP. PGI also had the chance to monetize it, just like Scouting. Start off with giving ever player two drop decks for each weight class. Allow them to purchase the 3rd and 4th one.

For example:
Light Drop Deck 1 - ACH 6SPL - For cooler scapper maps (Mining, Canyon, and HPG)
Light Drop Deck 2 - ACH 2ERLL - For long range cooler engagement maps (Polar), or Escort mode (able to stay out of the red flags).
Light Drop Deck 3 - Oxide - For hotter scrapper maps (Terra)
Light Drop Deck 4 - 160 KPH LCT - For Conquest mode on the biggest maps

Maps could still be voted, or become completely random. You should have enough choices to be more effective on any map/mode.

This way you won't be that slow assault being left behind on Polar Highlands, only to be spotted/NARC'ed by the enemy scout and LuRMed to death. The person has the chance to pick a faster moving assault in their other drop deck to keep up with the heavies and (hopefully) ECM coverage.

Personally, I think the programming time to add this is better than what they wasted on Energy Draw and Info Tech (lets hope Skill Tree 2.0 won't be another waste).

#11 Quicksilver Aberration

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Posted 10 January 2017 - 11:33 AM

View PostRestosIII, on 10 January 2017 - 10:26 AM, said:

Quick play should be quick. A drop deck makes it oh so very much not quick.

Except instead of voting, you are choosing a mech for the given map/mode. I'm ok with random maps and modes so long as I can at least pick between a select set of mechs.

View PostMonkey Lover, on 10 January 2017 - 11:15 AM, said:

This promote map meta no thanks. At least now we kind of get a little mix.

As I have said before, we get better variety of meta rather than a purely mid/long range meta like we do now. No longer would you be in a situation where you take a brawler and get surprised with Alpine nor do you get surprised when you take an ERLL on Bog.

Edited by Quicksilver Kalasa, 10 January 2017 - 11:34 AM.


#12 Monkey Lover

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Posted 10 January 2017 - 11:40 AM

View PostDread Render, on 10 January 2017 - 11:27 AM, said:

yes you are correct...
but for me, I like brawling the most so most of my builds are like SRM / MPL boats so when the map is huge like the two giant snow maps it just makes me want to quit.
this would prevent that bad feeling for everyone.


So because to bad feelings i have to deal with narc+lrms on polar and dual gauss on hot maps every game?

View PostQuicksilver Kalasa, on 10 January 2017 - 11:33 AM, said:

As I have said before, we get better variety of meta rather than a purely mid/long range meta like we do now. No longer would you be in a situation where you take a brawler and get surprised with Alpine nor do you get surprised when you take an ERLL on Bog.


Ya but when you take erll to bog this lets the lights hunt for you. Sure it sinks but its a game.

When you take er ll to polar this makes you worth more to the team.
In other words it makes it fun and not the same as you see in CW with the same builds over and over.

Edited by Monkey Lover, 10 January 2017 - 11:40 AM.


#13 Lightfoot

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Posted 10 January 2017 - 11:46 AM

You could do it with Class Drop Decks where all the mechs that were in the Drop Deck were Lights, or Mediums, or Heavies, or Assaults. And this would allow the current PUG player balance to run as it currently does.

You don't actually need 4 variants in your drop deck since you will only be picking one mech for the match. This allows players who don't want to bother with it to just go with one mech in their drop decks.

Since MWO can't allow Mechlab before the map is chosen, (the traditional weapon balancer in MechWarrior by the way), choosing the correct load-out for the map from a drop deck of mechs does the same thing. This puts the responsibility for choosing the right weapons on the player's Skill and allows weapons in MWO to become more specialized and less VANILLA.

Edited by Lightfoot, 10 January 2017 - 11:47 AM.


#14 Quicksilver Aberration

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Posted 10 January 2017 - 11:56 AM

View PostMonkey Lover, on 10 January 2017 - 11:40 AM, said:

Ya but when you take erll to bog this lets the lights hunt for you. Sure it sinks but its a game.

When you take er ll to polar this makes you worth more to the team.

Which is why you see less mechs take pure brawl or extreme range period and why you see mid/long range mechs dominate QP because they are better suited to doing things on all maps. At least with allowing mech choice based on the map selected you will see different mechs between maps rather than the same mechs across all maps.

View PostMonkey Lover, on 10 January 2017 - 11:40 AM, said:

In other words it makes it fun and not the same as you see in CW with the same builds over and over.

Cuz you don't see that already Posted Image? CW is also a broken game mode so why are we using that as an example?

Edited by Quicksilver Kalasa, 10 January 2017 - 11:56 AM.


#15 Besh

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Posted 10 January 2017 - 01:02 PM

No.

Allowing people to somehow pick a 'Mech specialized for a given Map and mode would be bad . Think "disparity between exprienced/unexperienced Players, and have/havenots" to start with .

Edited by Besh, 10 January 2017 - 04:23 PM.


#16 Quicksilver Aberration

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Posted 10 January 2017 - 01:07 PM

View PostBesh, on 10 January 2017 - 01:02 PM, said:

Think "disparity between exprienced/unexperienced, and have/havenots" to start with .

That's a bit of a copout argument because that disparity already exists and most of the specialization for maps is common sense ("oh hey, a city map, I should bring brawl stuff" or "oh hey, a cold map, I should bring a hotter build"). Sure not all equate to common sense (Frozen City is less of a city since the revamp) but most tend to be pretty good.

That said, there is still a learning experience currently way, because they have to learn not to take extreme range or brawling because these are much more situational in the environment we have than something that is mid/long range as not all maps support a variety of build types.

#17 Deathlike

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Posted 10 January 2017 - 01:45 PM

I don't care either way if this was implemented, but you're supposed to balance like for like - so when it comes to tonnages, you should not be able to change what your tonnage was (outside of going down in tonnage - there's no real benefit to going to a smaller mech unless you have issues of shooting Light mechs...) before going into match... otherwise it would defeat the entire point of tonnage limits.

#18 BLOOD WOLF

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Posted 10 January 2017 - 02:10 PM

View PostMystere, on 10 January 2017 - 10:23 AM, said:

As I said in another thread:

NO.

If you happen to get a map that is against your build, that is just how it is. When we get to the COH level of maps then you guys will learn.

Edited by BLOOD WOLF, 10 January 2017 - 02:12 PM.


#19 Besh

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Posted 10 January 2017 - 03:40 PM

View PostQuicksilver Kalasa, on 10 January 2017 - 01:07 PM, said:

That's a bit of a copout argument because that disparity already exists and most of the specialization for maps is common sense ("oh hey, a city map, I should bring brawl stuff" or "oh hey, a cold map, I should bring a hotter build"). Sure not all equate to common sense (Frozen City is less of a city since the revamp) but most tend to be pretty good.

That said, there is still a learning experience currently way, because they have to learn not to take extreme range or brawling because these are much more situational in the environment we have than something that is mid/long range as not all maps support a variety of build types.


Ok, how do you counter the fact that unexperienced Players, or "not haves", simply may not have a specialized Build for a 'Mech they feel comfortable with for a particular Map ? While any "have" would have the added Bonus of being able to bring the perfecet 'Mech, Loadout down to Modules for any given 'Map ?

As it is, its kindof random for everyone, and that is just good as it is .

Edited by Besh, 10 January 2017 - 03:50 PM.


#20 Quicksilver Aberration

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Posted 10 January 2017 - 03:44 PM

View PostBesh, on 10 January 2017 - 03:40 PM, said:

Ok, how do you counter the fact that unexperienced Players, or "not haves", simply may not have a specialized Build for a 'Mech they feel comfortable with for a particular Map ?

And how do you deal with that now? You are assuming that most new players automatically know that they need to take a mid/long range mech to survive in the current environment? Hell what kind of message does it send to the new player that wants to brawl that because of the current situation even on brawly maps they are better off with mid/long range because without a team comprised of brawl they are probably going to get themselves killed.

Either way you are pointing out problems with the NPE itself (in that it doesn't give new players enough to even test out different roles) and not the actual idea behind allowing people to actually specialize to the map.

Edited by Quicksilver Kalasa, 10 January 2017 - 03:45 PM.






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