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Salvage And Light Mech Advantage

Gameplay Balance BattleMechs

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#1 vetal l

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Posted 23 November 2017 - 01:59 AM

Current status:
1) game calculate salvage amount after match
2) light mech are less preferable

Idea:
Let the first mech that touch dead enemy mech get all (or some) salvage available from debris. So players will prefer light mechs more as they can get more salvage from battlefield.

All untouched salvage will be divided between team as we have at this time.

Some thoughts:
- Let salvage can be get only by live ones. All fallen teammates get their share as usual.
- In case where pilot solokilled enemy and touched for it for salvage the game will give this player some (one?) components from enemy that were intact.

Alternative variant:
If mech left untouched - salvage will be equally divided (as right now)
If mech touched - total c-bills for this one will be multiplied by 1.2 (for example), and give a little boost for the one who collected it.

Edited by vetal l, 23 November 2017 - 11:22 PM.


#2 Nik Reaper

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Posted 23 November 2017 - 02:50 AM

Er, no.. this doesn't seem like a good idea, and could, probably would, encourage a number of "bad, selfish" player behaviors that would make bad games where the light pilot is not incentivized to add meaningful contribution to a "win" due to personal profit options being more substantial.

As I see it the light advantage is the size and speed, there should be more places on maps that only lights can fit in/through and more rewards in game modes where mobility is a factor, if domination had a moving capture point, or conquest cap payed more..

#3 vetal l

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Posted 23 November 2017 - 04:03 AM

View PostNik Reaper, on 23 November 2017 - 02:50 AM, said:

Er, no.. this doesn't seem like a good idea, and could, probably would, encourage a number of "bad, selfish" player behaviors that would make bad games where the light pilot is not incentivized to add meaningful contribution to a "win" due to personal profit options being more substantial.

As I see it the light advantage is the size and speed, there should be more places on maps that only lights can fit in/through and more rewards in game modes where mobility is a factor, if domination had a moving capture point, or conquest cap payed more..


On the other side - players will try not only to kill mechs but do it more effectively. Those who will try to get salvage will be more vulnerable, so even atlases can get their salvage when slowly pushing forward.

#4 VitiateDiabolus

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Posted 23 November 2017 - 07:10 AM

This is a bad idea. I remember in beta people would farm c-bills by using the cheapest possible lights to run ahead suicidally and get scouting/spotting c-bills on all the enemies and then die. Rinse and repeat. This would be a similarly non-productive. Drag a laser across as many targets as possible without being effective, just to be credited for salvage? No thank you.

#5 vetal l

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Posted 23 November 2017 - 11:37 AM

View PostVitiateDiabolus, on 23 November 2017 - 07:10 AM, said:

This is a bad idea. I remember in beta people would farm c-bills by using the cheapest possible lights to run ahead suicidally and get scouting/spotting c-bills on all the enemies and then die. Rinse and repeat. This would be a similarly non-productive. Drag a laser across as many targets as possible without being effective, just to be credited for salvage? No thank you.

Does my English so bad? Idea not to paint a laser graffiti, but to step on destroyed mech. If it happened in a middle of a battle it is a high risk to step into the open where one mech died already. Other team can lure you and kill on sight.

#6 Wolfways

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Posted 23 November 2017 - 12:08 PM

View Postvetal l, on 23 November 2017 - 11:37 AM, said:

Does my English so bad? Idea not to paint a laser graffiti, but to step on destroyed mech. If it happened in a middle of a battle it is a high risk to step into the open where one mech died already. Other team can lure you and kill on sight.

So light mechs get to run around collecting salvage from the wrecks that their team killed, while slower mechs have to risk death to get to the wrecks?
Bad idea.

#7 Khobai

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Posted 23 November 2017 - 12:47 PM

if salvage was ever added, salvage should be equally divided among the winning team

but I mean thats kindve what the lootbox is anyway... its just PGI should award way more lootboxes per game. PGI should award like 3-5 lootboxes per game instead of only 1.

they would increase the amount of MC being spent on keys by quite a bit.

Edited by Khobai, 23 November 2017 - 12:52 PM.


#8 vetal l

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Posted 23 November 2017 - 02:30 PM

View PostWolfways, on 23 November 2017 - 12:08 PM, said:

So light mechs get to run around collecting salvage from the wrecks that their team killed, while slower mechs have to risk death to get to the wrecks?
Bad idea.


Why not? Right now lights are less preferable as they does not bring you enough CBills. And isn't it wonderfull to kill the light that trying to get salvage from your buddy? And even in push - fatties get their salvage as lights wont go to front line.

View PostKhobai, on 23 November 2017 - 12:47 PM, said:

if salvage was ever added, salvage should be equally divided among the winning team

salvage ARE in game and equally divided between team members.

#9 Khobai

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Posted 23 November 2017 - 02:31 PM

Quote

salvage ARE in game and equally divided between team members.


not really

1 lootbox is not really salvage

#10 MCY Xale

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Posted 23 November 2017 - 03:05 PM

View PostKhobai, on 23 November 2017 - 02:31 PM, said:


not really

1 lootbox is not really salvage

*Sigh*

If you win a game, one of the end-of-game C-bill bonuses you get is a Salvage bonus.
https://youtu.be/0dtwXHxDbIA?t=426

Edited by MCY Xale, 23 November 2017 - 03:05 PM.


#11 Khobai

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Posted 23 November 2017 - 03:10 PM

cbills arnt salvage theyre cbills

salvage is salvage

#12 vetal l

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Posted 23 November 2017 - 10:16 PM

View PostKhobai, on 23 November 2017 - 03:10 PM, said:

cbills arnt salvage theyre cbills

salvage is salvage

salvage is salvage even in c-bills.
even now this c-bills bonus based on intact parts of fallen mechs.

#13 Wolfways

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Posted 23 November 2017 - 11:40 PM

View Postvetal l, on 23 November 2017 - 02:30 PM, said:


Why not? Right now lights are less preferable as they does not bring you enough CBills.

I must be missing something. Why do lights not bring enough C-bills?

#14 vetal l

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Posted 24 November 2017 - 04:11 AM

View PostWolfways, on 23 November 2017 - 11:40 PM, said:

I must be missing something. Why do lights not bring enough C-bills?

I have a opposite question - why does lights are less than 20% of total mechs online? Simplest answer - they are less profitable.

#15 Brain Cancer

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Posted 24 November 2017 - 05:03 AM

Lights are uncommon because they're the most difficult chassis to play well. On the other hand, when you see a good light pilot, you'll know it.

But turning the game into giant robot Salvage Pacman isn't gonna help that too much. Objectives that reward getting there fast like the fuel cells in Incursion? Terrain features that won't support heavier robots but allow lights to get places?

That's the sort of thing I want to see.

#16 vetal l

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Posted 24 November 2017 - 05:48 AM

View PostBrain Cancer, on 24 November 2017 - 05:03 AM, said:

Lights are uncommon because they're the most difficult chassis to play well. On the other hand, when you see a good light pilot, you'll know it.

But turning the game into giant robot Salvage Pacman isn't gonna help that too much. Objectives that reward getting there fast like the fuel cells in Incursion? Terrain features that won't support heavier robots but allow lights to get places?

That's the sort of thing I want to see.

Incursion would be great mode it it'll be asymmetrical. And other things you mention - they would be great too.

But can you remember that feeling when you trying to kill mech from back side on MechCommander? So you can salvage it? The feeling when you sweep the map to find something valuable?

By the way - another thing is exploding gas storages. I desperately want to lure enemies into gas storages on Caustic.

#17 Brain Cancer

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Posted 24 November 2017 - 06:17 AM

Exploding areas are guaranteed gonna get shot up by anyone heading that way.

Because face it. Who wants to hide next to a bomb if there's no penalty for blowing it up first?

Also, we already get a salvage bonus that increases if you're doing less damage to kill a target, saving it's more valuable parts. Headshots or legging a target to death give a bigger bonus than blowing the CT, for example.

And a game where you're trying to pick up as much salvage as possible would be nice too, as a team goal mode.

#18 Wolfways

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Posted 24 November 2017 - 12:56 PM

View Postvetal l, on 24 November 2017 - 04:11 AM, said:

I have a opposite question - why does lights are less than 20% of total mechs online? Simplest answer - they are less profitable.

Maybe because in a game of "giant stompy mechs" less people are interested in the least giant stompy ones?

But you didn't answer my question.

View PostBrain Cancer, on 24 November 2017 - 05:03 AM, said:

Lights are uncommon because they're the most difficult chassis to play well.

I'd say assaults are, at least for me anyway.

Edited by Wolfways, 24 November 2017 - 12:54 PM.


#19 vetal l

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Posted 24 November 2017 - 10:33 PM

View PostWolfways, on 24 November 2017 - 12:56 PM, said:


But you didn't answer my question.


Because when you try to roleplay lights - scout, capture and so on - you'll get less. Only aggressive game style will be rewarded.

#20 Requiemking

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Posted 24 November 2017 - 11:12 PM

View PostWolfways, on 23 November 2017 - 11:40 PM, said:

I must be missing something. Why do lights not bring enough C-bills?

Because, in a score system that heavily rewards farming as much damage out of an opponent as possible, Lights simply cannot keep up as they cannot carry massive amounts of firepower.





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