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Transferable Pilots


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#1 Nesutizale

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Posted 21 May 2017 - 04:29 AM

How about beeing able to transfere Pilots from one mech to another? Including their current skilltree but when you transfere you get only half the bonuses until you made a certain amount of matches/matchscore with the new Mech-Pilot combination.

For example,

A] Lets say you have a Centurion that gives you extra XP per match. You gather enough XP to fill out the 91 nodes but you haven't bought any nodes yet.
Now you transfere that Pilot to an Warhammer. Since the Warhammer is in a higher weightclass you have to gather 500 (basis)+500(for differance in weightclass) matchscore with that Pilot in that Warhammer.
After that you get access to all the 91 nodes you gathered the XP for.

B] You have a Pilot that allready has his 91 nodes unlocked, lets say a Warhawk. Now you buy a Scorch and transfere your Pilot to the new mech.
While the nodes are still effective they are reduced by 50% untill you have gathered a matchscore of 500(basis).
After that your nodes give again 100% bonus and you can now start to reskill.

I think that would make Championmechs more interesting and gives them a usefullness beside the differance in loadouts/hardpoints.

It can also be a way for newer players to not loose all progress when they switch to a new mech. Encouraging experimentation at least a little bit.
Espacialy with the new skilltrees respec cost it could be interesting to just test a mech with 50% node performance to decide if you want to commit to it completly.

#2 Mechwarrior1441491

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Posted 21 May 2017 - 04:41 AM

I think it would be cool if we had pilots to slot into the mechs like mechcommander and since we've had a global nerf on quirks etc, there may be room for a slight buff from them. Perhaps even have these pilots with levels. Even a full drop ship bay full of slots for personnel.

Having to skill mechs up was never the problem. Having to do 3 of one chassis was.

#3 Juodas Varnas

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Posted 21 May 2017 - 04:50 AM

View PostMechwarrior1441491, on 21 May 2017 - 04:41 AM, said:

Having to skill mechs up was never the problem.

Speak for yourself.

If it was up to me, we wouldn't have any sort of nonsensical, contrived, pointless, grindy progression systems, like the skill-tree or whatever.

Player's skill is what should actually matter and not some magical statistical bonuses you can slap onto your mechs.

On another note, anyone else is horribly amused by the sheer amount of different currencies the game has now? It's bloody ridiculous:
We have C-bills, MC, general XP, historic XP, mech specific XP, general skill points and historic skill points.
I do not think i've ever played another game that had THIS many different currencies

#4 Mechwarrior1441491

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Posted 21 May 2017 - 04:58 AM

Engineers tweak the mechs to make them better. Makes sense to me.

#5 PanzerTC

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Posted 21 May 2017 - 05:06 AM

I like the idea of pilots with limitations of light/medium/heavy/assault. Damage can occur to them. Which delays the number of games until they return at full capabilities. With the RPG feel of Green to Elite. Kill counter. IS and Clan. With both having the ability to be mercs. A maximum of pilots slots for each type. But this is just a dream.

#6 Bluttrunken

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Posted 21 May 2017 - 05:10 AM

Historic "currencies" will be gone after some time and are supposed to refund veterans for their old efforts. After that only the skill points are a new addition.

#7 Mechwarrior1441491

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Posted 21 May 2017 - 05:28 AM

View PostPanzerTC, on 21 May 2017 - 05:06 AM, said:

I like the idea of pilots with limitations of light/medium/heavy/assault. Damage can occur to them. Which delays the number of games until they return at full capabilities. With the RPG feel of Green to Elite. Kill counter. IS and Clan. With both having the ability to be mercs. A maximum of pilots slots for each type. But this is just a dream.

View PostPanzerTC, on 21 May 2017 - 05:06 AM, said:

I like the idea of pilots with limitations of light/medium/heavy/assault. Damage can occur to them. Which delays the number of games until they return at full capabilities. With the RPG feel of Green to Elite. Kill counter. IS and Clan. With both having the ability to be mercs. A maximum of pilots slots for each type. But this is just a dream.


It probably is a pipe dream, but it doesn't really seem like a huge work load considering the content it can deliver.

Lots of sideways development that can be done with this game without worrying about breaking the game apart.

A heavy and assault scout mode?
Missions that players can place on planets depending on rank?

There is a truck load of material we can add to FW to make it more interesting.

We get a slightly more advanced version of the multi player they had for Mechwarrior 2 on Xbox. Which was a terrible interface.

#8 Nesutizale

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Posted 21 May 2017 - 06:51 AM

View PostJuodas Varnas, on 21 May 2017 - 04:50 AM, said:

If it was up to me, we wouldn't have any sort of nonsensical, contrived, pointless, grindy progression systems, like the skill-tree or whatever.

Player's skill is what should actually matter and not some magical statistical bonuses you can slap onto your mechs.


View PostMechwarrior1441491, on 21 May 2017 - 04:58 AM, said:

Engineers tweak the mechs to make them better. Makes sense to me.


Yes Engineers tweak a mech that is true but how far can you tweak a system until it breakes? We currently just get positive values, no negative ones for overtweaking if you will.

A system where we could by equipment with either standart values or adjusted values would be more interesting.
Like you can either buy a standart Autocannon or you by that Armstrong AC that has some better range but builds up more heat.

Then you could add a layer for the engineers you have, saying go tweak this Armstrong AC even further, giving it even more range but produce even more heat.
On the other side you risk breaking your equipment.

The result would be that you can customize your Mechs very specificly to your needs, have a risk reward system, can set prizes for the equipment so that beginners can tailor around without beeing punished while people with enough money can get all the nice expansive toys. Still there would be a money sink as equipment can break and you have to buy new stuff.
All of that with just one currency Cbills.

Also it should be easy to balance for the developers as they can set what positive quirk you get for what negativ and when your equipment will break.
There would also be no reason for useless gateing of things and the skills of the player himself would be more importend then getting the right node combination.
It also should allow for more options to costumize.

Quote

On another note, anyone else is horribly amused by the sheer amount of different currencies the game has now? It's bloody ridiculous:
We have C-bills, MC, general XP, historic XP, mech specific XP, general skill points and historic skill points.
I do not think i've ever played another game that had THIS many different currencies


I would guess that at some point all of this will be rolled back to CB, MC, XP.

#9 YourSaviorLegion

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Posted 21 May 2017 - 10:56 AM

N to the O!

#10 Davegt27

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Posted 21 May 2017 - 11:33 AM

I like the OP idea

sort of a common core of mastery system

its probably what the original intent of the old system was but the rule of three hurt it

a very limited module slot system was another problem with the old system

this new system all the slots cost the same but don't have the same value

lets see how things will play out

Edited by Davegt27, 21 May 2017 - 11:34 AM.


#11 nitra

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Posted 21 May 2017 - 11:58 AM

a while back i started a design doc on transferable pilots for this game .. but since im a lazy ******* and when i read pgi was going to redo the skill tree. i did not complete it .

but the gist was

that there was a pilot market so to speak,

players recruited npcs to pilot their mechs. they invested points earned from battles into the pilots skills at a certain point the pilots could go to a training center to further specialize in a field or two. mechs, weapons, operations and electronic warfare.

Also pilots aged and also could get killed and or injured on the field. irresponsible use of mechs had negative effects on your pilots constant over heating and huge barrages would cause injures and would require time in the infirmary to get better. extreme carelessness or the insane lucky head shot would kill the pilot.

pilots would earn veteran points that could be used to become instructors in the aforementioned training center applying bonuses to the cadets.


players would act as agents buying and selling pilots on a in game market .

also wanted to have images of the pilots that would change as the pilot aged incured battle scars and what not.

but like i said i never really finished the documents and with pgi talking about the skill tree changes at that time i figured it was to late to even attempt such an ambitious feature.

Edited by nitra, 21 May 2017 - 12:01 PM.


#12 Mechwarrior1441491

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Posted 21 May 2017 - 12:04 PM

Any kind of thought put into your actions would be awesome.

Trading pilots.
Pilots in Supply Caches.

I'm waiting for a "Raid" game mode where the defenders have the city and compound. Attackers are after equipment, personnel etc.

Battletech was centered around raiding for supplies. Even if they were extra supply caches you can get by blowing up supply depots.

Over a year ago I sent Russ a message similar to what Incursion is. I'm sure they already had the idea kicking around and it's okay, but I think we all believe it could be better. This "we both have a base, so we both have to do the same thing" is a bit lame. One attacker. One defender. 2 rounds? Switch sides?

Edited by Mechwarrior1441491, 21 May 2017 - 12:08 PM.


#13 Johnny Z

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Posted 21 May 2017 - 01:04 PM

The most popular games have proper player character creation, and for good reason.

If this game was unable to do that, that would be one thing, but I cant see a reason to purposely not go that way.

The fact its a first person game almost demands proper player character creation.

Some games don have player characters, and everyone one of those games would be better if they did.

This game has thus far been all about having lots of mechs. This new skill tree and maybe other additions can be about getting away from that and making each mech worth more.... Making each mech worth more is better than making them worth less right? Its better for game play, story and everything. If this was a game or a movie or what ever.

It makes players with tons of mechs super rich star lords Posted Image but there is little to do about it if thats the way it goes. Whats the alternative?

Original Battletech and even the new Battletech game coming out is about each of these machines being valuable.

The prices in the store say that to and the gold mechs as well, so this game at heart has always been about making each mech worth a lot to.

The biggest complainers shooting everything down has been the players that own 100's of mechs. An extremely cheap investment to ruin a game of this potential and worth. Dirt cheap.

Just a guess but I think its a good one, but the market wont always be as saturated as it currently is. To much debt in general is being defaulted on. Much of the trash simply wont/cant be backed going forward. Wall street wont be bailed out a second time so soon.... they couldn't stop stealing.... By this fall to spring(should be fall but things don't like to be started during the winter) anyway. This games worth is only going to rise.

Got off topic but I ran with it. Posted Image

Edited by Johnny Z, 21 May 2017 - 01:52 PM.


#14 Nesutizale

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Posted 21 May 2017 - 01:55 PM

I think haveing unique pilots for each mech as in a RPG style is a bit to much. A simple "here you have one of 20 generic faces, give it a name" would be enough.

Haveing pilots take damage or even die dosn't quite fit MWO as its allways you that is piloting the mech. When you would build a team with some NPCs that would very well be a good idea but as you are "all pilots" its not fitting.

Thats why I would frankly prefere to either have one Pilot with skilltree that is applied to all mechs or have equipment bound quirks.
This, partial very broad quirking like "all the weapons range is increased" instead of "this one weapon is better" feels not right.
I mean with a good mix of positive and negative quirks on the same equipment you could make boating and diverse builds similar effective as with boating the negative quirks stack while diverse builds get only little negative effects. Maybe more different but not one massive negative quirk.

An internal market, not just for pilots, would also be something that could make the game interesting for the players but I would guess that it would be to much of a drawback for PGI to be profitable.
I can't imagne how PGi would make any money of the trades, except trading requires MC to be done...but then trade would be behind a paywall and seeing other ingame shops from other games that are run with real money the prices tend to be rediculus...and yet some people buy stuff there.

Another part that MWO misses for a good market is any player created contend. May it be crafting of ingame equipment or mechs or selling your selfmade decals or textures/pattern.
If PGI would ever go into that they should take a look at the steam market place.

#15 Willard Phule

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Posted 21 May 2017 - 02:09 PM

Except that "Champion" is a term that is used like "Special" because they're used as Trial Mechs. Doing things to make the free mechs to put them "on par" with players that have more experience is somewhat counter productive.

#16 Johnny Z

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Posted 21 May 2017 - 07:39 PM

Its not impossible to do both.





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