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Replace Consumables With Strategic Asset System


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#1 Khobai

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Posted 28 December 2017 - 10:45 AM

just what it says...

remove consumables from the game

instead each team starts with X strategic asset points (lets say 12 points per team).

anyone on the team could request use of a strategic asset but then the commander/lance leaders (if any) would have to authorize it by pressing an authorization key.

if no one is commander/lance leader, no authorization would be required.

point costs would be something like this:
2 points = airstrike
2 points = arty strike
2 points = localized jamming
1 point = UAV flyover (UAV would fly in from offmap and hover above the area just like it does now)
1 point = satillite sweep
1 point = ID all enemy mechs
etc...

Thats just using whats available in-game now but PGI could add other ways to spend strategic points.

and coolant would be replaced with coolant pods which actually take up tonnage.

Also completing certain secondary objectives could give your team more strategic asset points. like destroying the mobile HQs on domination. or reaching certain point thresholds in conquest. etc...

And you could make command consoles add 1-2 strategic asset points. they would finally have a purpose then.

Edited by Khobai, 28 December 2017 - 02:50 PM.


#2 sycocys

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Posted 28 December 2017 - 11:10 AM

Good ideas! Though I'd use command consoles as the required equipment to call for these things - with the amount tied to how many you had on your team (or just individually).

#3 Khobai

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Posted 28 December 2017 - 02:50 PM

Quote

Good ideas! Though I'd use command consoles as the required equipment to call for these things - with the amount tied to how many you had on your team (or just individually).


cant really do that because clans cant use command consoles.

#4 BTGbullseye

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Posted 28 December 2017 - 11:47 PM

Better idea is to link them with targeting computers no matter the name... Command Consoles getting double the bonus.

#5 0Jiggs0

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Posted 29 December 2017 - 01:29 AM

It may work with organized units, but this system would be an annoyance in quick play. If a commander is present, player's can't do what they need to do when they need to do it. If a commander is not present, players can do whatever they want...with the team's resources. There are too many ways for an individual player to misuse this system and ruin things for everyone else. Poor players, AFKs, and trolls all have substantial enough impacts on game outcomes already.

#6 sycocys

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Posted 29 December 2017 - 02:29 AM

View PostKhobai, on 28 December 2017 - 02:50 PM, said:


cant really do that because clans cant use command consoles.

It really can't be that difficult for them to make an item named - Clan Command Console.

#7 Horseman

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Posted 29 December 2017 - 05:45 AM

View Postsycocys, on 29 December 2017 - 02:29 AM, said:

It really can't be that difficult for them to make an item named - Clan Command Console.
Which kinda doesn't exist in lore.
Perhaps just allow both sides to use the system, but have the IS Command Console provide some kind of bonus (more points?)

Edited by Horseman, 29 December 2017 - 06:37 AM.


#8 sycocys

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Posted 29 December 2017 - 08:42 AM

"Lore" wasn't balanced for its TT gameplay in the first place so who really cares?

#9 Khobai

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Posted 29 December 2017 - 02:05 PM

Quote

It may work with organized units, but this system would be an annoyance in quick play. If a commander is present, player's can't do what they need to do when they need to do it.


then they shouldve volunteered to be commander or lance leader

whats annoying in quickplay is everyone spamming their strikes nonstop. thats !#@$ing annoying.

this not only prevents that but it encourages people to take the lead.

Edited by Khobai, 29 December 2017 - 02:07 PM.


#10 Horseman

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Posted 30 December 2017 - 09:52 AM

View Postsycocys, on 29 December 2017 - 08:42 AM, said:

"Lore" wasn't balanced for its TT gameplay in the first place so who really cares?

PGI cares enough that they don't allow you to mount clantech salvage on IS mechs.

#11 BTGbullseye

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Posted 31 December 2017 - 02:05 AM

View PostKhobai, on 29 December 2017 - 02:05 PM, said:

whats annoying in quickplay is everyone spamming their strikes nonstop. thats !#@$ing annoying.

I have yet to see a single QP match with more than 3 strikes total in it, from both sides... FP is very different. FP usually has somewhere between 36 and 48 strikes used per-team, per match, in all but the scouting mode.

#12 Throe

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Posted 27 September 2018 - 01:20 PM

[deleted by user]

Edited by Throe, 09 November 2018 - 11:32 AM.


#13 Throe

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Posted 27 September 2018 - 01:26 PM

[deleted by user]

Edited by Throe, 09 November 2018 - 11:32 AM.


#14 Sable Dove

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Posted 27 September 2018 - 02:12 PM

View PostKhobai, on 28 December 2017 - 10:45 AM, said:

just what it says...

remove consumables from the game

[...]


I support this part.

#15 HammerMaster

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Posted 27 September 2018 - 04:23 PM

View PostKhobai, on 28 December 2017 - 02:50 PM, said:


cant really do that because clans cant use command consoles.


GOOD!

View Postsycocys, on 29 December 2017 - 02:29 AM, said:

It really can't be that difficult for them to make an item named - Clan Command Console.


It is because they CAN'T.
GOOD!

View PostKhobai, on 28 December 2017 - 10:45 AM, said:

just what it says...

remove consumables from the game



MAKE IT SO!

Edited by HammerMaster, 27 September 2018 - 04:27 PM.


#16 Akillius

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Posted 27 September 2018 - 06:56 PM

PGI calls them consumables but variations of this have existed in BattleTech since earlies days of TT where it all began.
For example: "Coolshots" are incorrectly named and should be called "Coolant Flush".
Also a Real Lance was made up of 4 BattleMechs, 2 Aerospace fighters, and 1 dropship, but during the (pre-3050) succession wars IS lances were rarely up to that standard but often some mix thereof as fighters were cheap.
Artillery, anti-mech mines, seismic sensors, anti-infantry pods (think of claymores only bigger!)
All of this stuff was in TT and you payed the CBills and used them 1 time.

PGI no longer sells MC consumables that are more powerful.
THIS IS WHERE THE ANTI-CONSUMABLE ATTITUDES BEGAN BECAUSE IT WAS P2W FFS!
However... PGI no longer sells MC consumables that are more powerful.

If you play FP then suck it up buttercup if you don't enjoy the nonstop consumable usage.
But no-one and I mean No-one is pointing a friggin gun at your head and forcing you to use these in Quickplay...
Because its rare to see 4 used in one QP match, its a blue moon when any 7+ are used in QP.
And if you don't have the CBills then play 1 frigging match in Solo QuickPlay to get enough CBills to play FW with consumables for the next several FW matches.

The time to whine and ***** about consumables ended like 2 years ago when MC versions did more. Period!

Edited by Max Rickson, 27 September 2018 - 06:58 PM.


#17 Khobai

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Posted 27 September 2018 - 07:38 PM

View PostMax Rickson, on 27 September 2018 - 06:56 PM, said:

Artillery, anti-mech mines, seismic sensors, anti-infantry pods (think of claymores only bigger!) All of this stuff was in TT and you payed the CBills and used them 1 time.


All that stuff also cost tonnage/crits in tabletop. Which is how it should be in MWO. All of that stuff should have an opportunity cost in tonnage/crits to use it.

Artillery/Airstrikes in TT also needed to be fired from vehicles/mechs/aircraft that could be destroyed. Also how it should be in MWO. Artillery should come from player controlled mechs equipped with ARROWIV systems. Not from a consumable.

The way consumables work is horrendous. They exist solely as a cbill sink. And they fail to add any kindve opportunity cost or strategic decision making to the game. Because there is absolutely no reason not to always take them as long as you can spare the cbills. While people who cant spare the cbills are at a disadvantage by not being able to use strikes.

Edited by Khobai, 27 September 2018 - 07:44 PM.


#18 admiralbenbow123

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Posted 30 September 2018 - 04:25 AM

View PostKhobai, on 28 December 2017 - 10:45 AM, said:

just what it says...

remove consumables from the game

instead each team starts with X strategic asset points (lets say 12 points per team).

anyone on the team could request use of a strategic asset but then the commander/lance leaders (if any) would have to authorize it by pressing an authorization key.

if no one is commander/lance leader, no authorization would be required.


point costs would be something like this:
2 points = airstrike
2 points = arty strike
2 points = localized jamming
1 point = UAV flyover (UAV would fly in from offmap and hover above the area just like it does now)
1 point = satillite sweep
1 point = ID all enemy mechs
etc...

Thats just using whats available in-game now but PGI could add other ways to spend strategic points.

and coolant would be replaced with coolant pods which actually take up tonnage.

Also completing certain secondary objectives could give your team more strategic asset points. like destroying the mobile HQs on domination. or reaching certain point thresholds in conquest. etc...

And you could make command consoles add 1-2 strategic asset points. they would finally have a purpose then.


I actually like this idea but I think that jamming, mech ID and satellite sweep are a little too OP in this case. In my opinon, they should cost about 4-6 points.





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