Disconnected Mechs Invulnerable, First Player Who Dies Then Takes Over The Disconnected Mech.
#1
Posted 20 November 2017 - 08:25 AM
#2
Posted 20 November 2017 - 11:39 AM
- Who get's the points for anything done in that Mech? If I take over a DC mid game, do I take over what the Mech has achieved? Do I forfeit the points I've made before taking over another Mech? It ends up being insanely complex to figure out who gets what.
- I don't use all my consumables just on principle and quite often I end up not having them be restocked. Don't like the idea of someone wasting my stuff I have to pay for. And yes, a DC might not be always my fault.
- What happens when I want to get back into the game and you're in my seat. Just my bad luck then? Again, DC might not always be my fault.
- Is this mandatory or can you decide to take over just by first-visit-first-pilot?
- What will happen with my fire-groups? Since I don't count on the other driver to just take over them willy-nilly, I'll probably have to expect him changing everthing to his needs and me sorting it back together.
#3
Posted 21 November 2017 - 02:17 AM
1. Who get's the points for anything done in that Mech? If I take over a DC mid game, do I take over what the Mech has achieved? Do I forfeit the points I've made before taking over another Mech? It ends up being insanely complex to figure out who gets what.
- Either you get points for everything you do, across all mechs you use, or scoring stops upon losing your own mech.
- Consumables get locked on the DC's mech.
- When the owner of the mech reconnects, he/she regains control and scoring resumes for the owner as normal.
- In spectator mode, there'd be a button to take control of the mech in question, maybe disabled by excessive team damage or suicide.
- Ideally, the spectator-turned-pilot gets a clone of the mech's weapon groupings to edit as desired, and the owner retains the original mappings.
Edited by MechanicalWraith, 21 November 2017 - 02:18 AM.
#4
Posted 12 December 2017 - 04:50 AM
Edited by Damnedtroll, 12 December 2017 - 04:50 AM.
#5
Posted 17 January 2018 - 11:43 AM
This has been brought up before.
See the 'DC Dilemma' post here:
https://mwomercs.com...__fromsearch__1
The previous posters here have brought up some good points and ideas.
However, it seems that few are interested in utilizing the disconnected player's equipment.
If you, or anyone watching this post has any more valid suggestions we could offer our prestigious programmers, feel free to add to this conversation.
Peace
#6
Posted 17 January 2018 - 11:56 AM
#7
Posted 17 January 2018 - 07:40 PM
Peace
#8
Posted 18 January 2018 - 02:45 PM
#9
Posted 18 January 2018 - 03:37 PM
Watch some U-Tube videos to see what it's about.
Many people say it is the most realistic type of 31'st century combat???
Like jumping out of your mech and taking over other equipment on the battlefield - - -
Peace
#10
Posted 18 January 2018 - 08:08 PM
1. No extra score, c-bills or xp for piloting a DC mech
2. Cannot use consumables or change weapon groupings
3. Only applicable for mechs that have not moved since the drop. If a DC part way through the game, original pilot can reconnect. If DC before the drop, then original pilot cannot rejoin this game - will have to join new game.
#11
Posted 21 January 2018 - 03:08 PM
Thomster, on 20 November 2017 - 11:39 AM, said:
Everything anyone does in their own mech counts, but everything done in the DC mech doesn't count (except for penalties, such as TK).
Thomster, on 20 November 2017 - 11:39 AM, said:
Just lock consumables on the DC mech. Better to at lest put the thing to use even as a meat shield rather than watch it just sit there doing nothing.
Thomster, on 20 November 2017 - 11:39 AM, said:
Bad luck, sort your PC out. I suffer with my crappy gfx card all the time - I wish I could lend my mech to a teammate when I DC.
Thomster, on 20 November 2017 - 11:39 AM, said:
In spec mode, just click a button. First to click gets it.
Thomster, on 20 November 2017 - 11:39 AM, said:
The mech you take into battle is actually an instance (clone) of your actual mech in the mech bay.
So all PGI would need to do is unlink the grouping changes the replacement player makes (or rather, check if it is the owner before linking the weapon groupings back to the mechlab).
Basically, in-game weapon group changes shouldn't feed back to the mechlab unless you're the mech owner.
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