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How To Fix Pgi


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#1 cazidin

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Posted 16 June 2017 - 02:04 PM

Greetings MechWarriors. Today I have a few simple ideas on how to fix PGI, MW:O and maybe even the unreleased MW:V.

Step 1.Recognize my authority as the TRUE Grand Poobah of PGI. This is a small pay decrease from Emperor of the Word of Cazidin but one that I shall accept for your benefit.

Step 2.Promote Tina to Lead Artist. Her heart doodles are vastly superior to even Alex's amazing art. He shall, however, be given a raise and a nice thank you gift basket with exotic butters. We couldn't afford any casual bongo-music.

Step 3.Promote Paul to SUPREME Balance Overlord. This title and position and totally honorary and any real balance changes will be done by one of his many minions (interns).

Step 4.Give Mcgral18, Bishop Steiner and Kanajashi jobs. Two of them will help the Balance Minions out, and Bishop can get paid to create art with Alex.

Step 5.Also give Battlemaster56 the title of Archbishop.

Step 6.Remember that I have to pay taxes.

Step 7.???

Step 8.Profit!

What does everybody think of my plan to fix PGI, MW:O and MW:V in 8 easy to follow steps?

#2 Shifty McSwift

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Posted 16 June 2017 - 02:06 PM

Needs more cowbell.



#3 cazidin

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Posted 16 June 2017 - 02:14 PM

View PostShifty McSwift, on 16 June 2017 - 02:06 PM, said:

Needs more cowbell.




If there is money in the budget for it, of course.

Also, that is a good choice of music but I do not see how it relates to this.

#4 RestosIII

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Posted 16 June 2017 - 02:36 PM

You... you didn't nominate me for a position in your joke thread?

Spoiler


#5 Felicitatem Parco

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Posted 16 June 2017 - 02:36 PM

I want to be the Director of Real World Correlations.

That way I can make sure all the weapons, equipment, and tech are accurately represented in game and reflect physics properly.

Vote Prosperity Park for a Handwavium-Free Future!

Edited by Prosperity Park, 16 June 2017 - 02:37 PM.


#6 RestosIII

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Posted 16 June 2017 - 02:38 PM

View PostProsperity Park, on 16 June 2017 - 02:36 PM, said:

I want to be the Director of Real World Correlations.

That way I can make sure all the weapons, equipment, and tech are accurately represented in game and reflect physics properly.

Vote Prosperity Park for a Handwavium-Free Future!


I can't wait for you to explain how our lasers are visible, or, if they aren't, how they're going to be balanced. :P

#7 cazidin

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Posted 16 June 2017 - 02:39 PM

View PostRestosIII, on 16 June 2017 - 02:36 PM, said:

You... you didn't nominate me for a position in your joke thread?

Spoiler



You're the secret whip for the programmers who fail to implement Colorblind Support and Inverse Kinematics. I wasn't sure if you wanted that known publicly. Posted Image

#8 Felicitatem Parco

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Posted 16 June 2017 - 02:53 PM

View PostRestosIII, on 16 June 2017 - 02:38 PM, said:


I can't wait for you to explain how our lasers are visible, or, if they aren't, how they're going to be balanced. :P


Lasers will not be visible in real time, but after discharge your HUD will display a ghost image of the calculated incident angle to show you where the beam came from calculated based on the location of impact, the angle at which ablative armor was ejected, the scattering of laser light off the vaporized ablative armor, and the heat signature of the air (adjusted for local wind conditions.). It would show a cone-of-probability that indicates the general area the beam came from.

Also, the firing mech would have the component that fired the laser lit-up in IR (there would be no heat vision range limitation) so if you did see the firing mech, you would know if it was an arm laser or a chest laser

Lasers would deliver their damage in either a single large pulse (standard or er lasers) that lasts only a small, tiny fraction of a second, but would be easy to backtrack (since they would suffer from scattering off the first armor bits that vaporize), or in a series or micropulses (pulse lasers) that deal more damage for a given energy input (since they let the armor vapor dissipate between micropulses), however require a longer burn time to deal full damage since damage is delivered over a much longer fraction of a second. You can backtrack the pulse laser based on the multiple "impacts" it causes and monitoring the g-loads under your armor panels from small pizeos.

Pulse lasers would cause you to glow less on IR since the heat spike would be reduced in magnitude and would be harder to backtrack accurately, but have longer burn times. I would have to put a halt to the idea that pulse lasers are "more accurate" because in order to behave as depicted in Lore, they would have longer burn times.

Edited by Prosperity Park, 16 June 2017 - 03:03 PM.


#9 Felicitatem Parco

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Posted 16 June 2017 - 02:56 PM

I can do PPCs next...

#10 Wintersdark

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Posted 16 June 2017 - 04:01 PM

10/10 would read again. But won't cuz lazy. But would!

#11 cazidin

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Posted 16 June 2017 - 04:50 PM

Aww. we've been Jettisoned!

#12 Anjian

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Posted 16 June 2017 - 09:31 PM

I would buy up these guys, cancel or modify their existing project, and turn it into a Mechwarrior for mobiles. Its amazing what they are doing isn't on a PC but on an iPad.



#13 Mechwarrior4670152

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Posted 14 August 2017 - 03:10 PM

View PostWintersdark, on 16 June 2017 - 04:01 PM, said:

10/10 would read again. But won't cuz lazy. But would!

If you are refering to Prosperity's post, I would read it, it was quite good.

If the OP.....
Meh, I have read worse. Posted Image

#14 a gaijin

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Posted 07 January 2018 - 10:45 PM

well one key ingredient was left out the recipe on how to fix mwo & pgi: lots of salt :P

#15 Tank

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Posted 19 January 2018 - 07:16 AM

I know how to fix PGI - they need more fun, so they need more of this:

Posted Image





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