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Elegant Way To Integrate Quirks And Skils?


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#1 Duke Nedo

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Posted 12 February 2017 - 12:20 AM

I haven't seen this suggested, surprisingly, though I didn't read every post here.

Idea is very simple: Instead of giving more points to mechs needing quirks (that breaks the unskilled version), just give boost their starting point accordingly to the current quirks.

For example, if we look at a selection of quirks from something with rather strong quirks, the TDR-5SS, it would start with:

Energy cooldown: 15 (1% / lvl = 15%)
Energy range: 5 (2% / lvl = 10%)
MPL range: 7 (2% / lvl = 14%, should be 15% tho)

Thus, the TDR-5SS can spend points to take Energy cooldown from 15 to 20 nodes and Energy range from 5 to 10 nodes using skill points.

Pros:
  • Directly visualizes quirks together with spent skills
  • Transfers the old quirk balance and integrates is into the new UI, i.e. doesn't wreck balance
  • Doesn't create "hidden" bonuses, like old structure quirks + %-based structure skills. Tiny but anyways, this is cleaner.
  • The base nodes based on quirks allows for high base levels on several weapon classes, just like quirks, thus not favoring boating more than before at least (like modules did).
  • Doesn't make unskilled mechs useless.
  • Doesn't make quirk-intensive mechs more expensive to skill up.
Cons:
  • Some may thing range needs to be globally nerfed so that we don't get more than 10% range bonus possible on ERLL, but in this case clans gets the same bonus on top so shouldn't matter. IF you do you must put down clans range to negative starting point or wreck balance again
  • Velocity bonuses may need to be tuned down. If velocity quirks are reduced, then you MUST also give clan mechs negative starting value. I'd just tune down the max skillable velocity.
  • Omnipods don't go into this, only the "CT-quirks". Personally I am fine with this, I'd prefer if pods didn't carry quirks at all. Sure, some pods become obsolete, but at least you get a better overview, and the weak pods are only used afaik to buff builds they are not really used on anyways. It's more of avoiding the good pods if you don't need to use them because they have less favorable quirks attached.
TLDR:



TDR-5SS energy cooldown has 5 nodes like before, but they start counting at node 15 and you can spend points up to node 20.

NGR-JK energy cooldown has 5 nodes like before, but they start counting at node 0 and you can spend points up to node 5.

Isn't that a pretty neat way to implement it?

EDIT:
Here's an illustration how a 15% cooldown quirk would look in the tree
Posted Image

Edited by Duke Nedo, 12 February 2017 - 12:37 AM.


#2 Duke Nedo

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Posted 12 February 2017 - 12:25 AM

I'd like to add this as well: In the UI, please display the cumulative value of the bonus.

For a current unquirked mech that would read:

Node 1: 1% CD
Node 2: 2% CD
Node 3: 3% CD
etc

While a quirked mech would have:

Node 16: 16% CD
Node 17: 17% CD
Node 18: 18% CD
etc

Make is much more comprehensive when "base stats" or quirks are in play.

#3 Duke Nedo

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Posted 13 February 2017 - 09:21 AM

Excuse me doing a shameless bump to give it a few secs in the sun on a working day. :)





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