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Drop Decks In Quick Play Adds Mechlab Ability


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#1 Lightfoot

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Posted 17 January 2017 - 09:50 AM

We were discussing this in General last week. The gist of the conversation was that you could add Drop Decks to Quick Play to simulate Mechlab optimizing for the Map/Mission. Players would have a Drop Deck of 2-3 same Class mechs, like all mediums, or heavies, etc. and then choose one suited for the Map/Mission.

Opposing views were that this would result in over-optimized mechs, possibly a harder learning curve. There is some fun/ challenge in not knowing which mech to bring.

Pro views were that Mechlab before the mission is how MechWarrior is normally played and was in all previous MechWarrior multiplayer games. This is also how MechWarrior 5 missions will almost certainly run, with the player being prompted to outfit their mech for the mission parameters, maybe even being given suggestions by your Engineer.

Mechlab before the mission in the form of Drop Decks also eliminates the need for all weapons to be perfectly balanced for any map. Weapons can have slight map based tactical abilities be that short or long range, etc. Because the player would have the ability to choose the best weapons load-out.

My feeling during Closed Beta when Mechlab after Map selection was discussed was that it just would not be possible to have the PUG games launch without half the players still in Mechlab. Drop Decks would allow players to outfit several mechs of the same Class prior to searching for a match, then choose one after the map is determined. So a viable work around that requires no change to the PSR selection process or building the two teams with the same weight Class balance.

Here is a link to that first conversation started by Shiroi Tsuki.





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