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#21 Vellron2005

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Posted 27 December 2019 - 12:44 AM

View PostHawk_eye, on 25 December 2019 - 05:30 AM, said:

Since I didn't see a suggestion thread, I though, hey, how about creating one? Posted Image
Anyone feel free to add to the list.

After playing some 25 hours (and re-starting twice, due to stupid stuff I did), here is what I'd like to be added/changed to the game

1. Tutorial

How about a way to skip it, once you have played through it once?
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2. Naming Mechs/Pilots

How about being able to name my mechs and give callsigns to my pilots?

Speaking of naming, how about me being able to choose a name for my character (I am usually referred to as "Commander" not by my character's name, so that shouldn't throw any spanner into the works) and being able to choose a voice would be nice too (not holding my breath for that one, but one can hope, can't one?)
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3. Pilot skill-cap

Seriously, what's it there for?

I get the "realism" in it, we can't all become as good as Kai Allard-Liao. I mean, I will surely never be able to run the 100m in 10 seconds, no matter how much I train, but then, I'll never be granted entry into the German Olympics team either, simply because I don't have what it takes.

So, for one, I have a hard time imagining any academy/merc-unit to take on trainees, that are obviously not able to get any good in piloting a mech (sub-20 skill-cap).

For second, even if that would happen, what does this mechanic add to the game?
Is anyone going to hire any of those 14, 16 or 18 skill-points cap pilots?

Well, ok, I did (the reason I re-started the first time), but after the player realizes, that this skill-cap will be absolutely crushing later on, he'll never hire any of those again and I freely admit, that I save-scummed the living s**t out of the game, until I got a couple of above-30 skill-cap pilots right at the start of the game.

So, preferably, do away completely with that cap.
If that is not possible, increase the cap even for the worst pilots by a lot.
Say, 30 to 35 for bad pilots, 35 to 40 for average pilots, 40 to 45 for veterans, 45 to 50 for elite and above 50 for the legendary, wins the Solaris Championship kind of guys.
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4. Skilling up

I get the "learning by doing" approach, but this automatism takes any options from the player away - the game "plays itself", so to speak - which is never a good thing.
How about half the "skill-points", a pilot earn, are distributed automatically as is now, but the other half can be distributed by the player as he sees fit?
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5. Messages while traveling

When I hit travel, there will appear a couple of messages about stuff happening in or outside the ship. Usually, that this or that mech has completed repairs, but sometimes other stuff, like "Industrial Hub found" or something. I'd rather like to be able to review those messages after arrival.
There is this "Log" in operations, but they don't seem to be logged (pun intended) there.
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6. Customizing my merc-unit

I'd really, really, REALLY like to choose not only a name for my unit, but also it's logo and perhaps it's paint-scheme (i.e. let me define my unit's paint scheme and have the game use it for every mech I own)
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7. Spawning

Well, yeah, it kinda sucks. Would it be possible to have the forces that engage you on the map, at the match's start?
And if reinforcements (for the enemy) are needed, to have them, I don't know, enter over a map-edge, so it feels kinda realistic?
This would also offer the possibility for the player to try to engage from a different direction, perhaps catching the defender from behind or something.
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8. Base-building, Leopard's interior, character animations

Well, you've probably read all about that, so I won't type a wall of text here, but expanding on those things would be nice.
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9. AI lancemats

Additional commands (and the AI to make use of them) I'd like to see:

-Retreat --> move to the extraction point at maximum speed, don't stop to engage hostiles and only shoot at them if they are in your firing arc while still running towards the drop-ship.

For when I want to retreat for extraction, and an enemy shows up, all my guys and gals will turn around to engage him, so I have to spam "form up", "form up", "form the ?*?%§$ up" the whole time (yeah, I'm using Voice Attack - my neighbors probably think I'm going nuts).

-Attack from long/short/medium range --> try to stay at that range and engage hostiles from there.

So I can tell that Blackjack pilot to try to stay at long-range and not rush into medium laser range

-Defend X --> Prioritize any hostile, that shoots at X.
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10. Next Friendly
I'd like to be able to cycle through all friendlies, similar to how I can cycle through all hostiles (T), instead of having to face each of them an then press Q to get info on the conditions of their mechs.
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Ok, that's about it.
As I said, anyone feel free to add stuff.


2) Totally agree.
6) Yes please!
7) Already suggested this on another thread myself. Generate enemies procedurally just like anything else on the map, not spawning them on top of the player at random, regardless of which path the player takes.
8) Yes, at least leopard customization would be nice, not to mention getting a different, bigger dropship, or bases on player-chosen planets. Battletech did this better.
9) Hell yes! Go to my nav point, retreat, Engage at max range, fight defensively, all greatly needed in Lancemate A.I. Also, make it so that your own lancemates are not the biggest threat to a base you're defending!

Plus here's a few of my own ideas:

1) Make it so your journey starts in a different part of space every time you start a new campaign. Or let the player choose starting location, and give him a faction-appropriate mech at start, not the same Centurion every time. Why not start in a Trebuche, Enforcer, Hunchback, or Dragon?

2) Add different Betty sounds

3) SELL FROM COLD STORAGE

4) Repair all the mechs not missing equipment with a single button click.

5) Mission type: Protect orbital cannon for 30 minutes,

6) Mission Type: Escort a VIP (single or convoy),

7) Mission type: Protect Union Dropship until it can lift off

8) Mission type: Search & Rescue (in a war-torn city, or after a dropship crash), using the scanning mechanic you must find survivors and protect them.

9) Mission type: VIP/package Delivery - A VIP or a package is loaded into your mech, and you must reach a nav point with your command mech to deliver the VIP to extraction safely.

10) Mission type: Patrol - move to several nav points and destroy any targets you find there.

11) Mission type: Scouting - Just like in MWO, collect beacons using the scan mechanic, and extract with the collected data.

#22 FRAGTAST1C

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Posted 27 December 2019 - 12:53 AM

They could've added mission types from MWO to MW5. Things like Conquest for e.g.,

#23 Koniving

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Posted 27 December 2019 - 01:53 AM

View PostFRAGTAST1C, on 27 December 2019 - 12:53 AM, said:

They could've added mission types from MWO to MW5. Things like Conquest for e.g.,


In context though, does conquest make any sense?
Something conquest-esque but more developed sure.
But this would also require enemies that know how to play conquest...

#24 FRAGTAST1C

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Posted 27 December 2019 - 01:59 AM

View PostKoniving, on 27 December 2019 - 01:53 AM, said:

In context though, does conquest make any sense?
Something conquest-esque but more developed sure.
But this would also require enemies that know how to play conquest...


Conquest would make sense. Just imagine a mission where you're tasked with placing certain beacons and clearing the area so that the dropship would arrive and pick up the loot? The enemy team would come in and capture the spot by overriding your beacon with theirs. Or you could it make it like Xcom 2's mission where you're needed to mark loot caches while the Advent is doing the same. Early into the campaign, you're tasked with finding and marking loot caches, which is similar to Scouting.

A good bit of rework is required, for sure. But for starters and simplicity's sake, you could just make it only about capturing areas and waiting till it capped to full while the enemies spawn to cancel the capture progress.

#25 Vellron2005

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Posted 27 December 2019 - 06:26 AM

Conquest would work if you saaay, had a few "mining points" where you would have to reach them, use the scan mechanic to "collect resources", and then bring those collected resources to your dropship safely.

This is also how Scouting would work basically, only with beacons.

And the enemy would be trying to kill you and prevent your from reaching the beacons/mining stations and your dropship after you pick up a certain amount.

You would get bonus pay for extra beacons/resources.

#26 FireDog

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Posted 15 May 2020 - 04:53 PM

Need some scouting missions... like gather Intel from a factory/base like a couple from MW4. Or even find the hidden base and narc/Tag them for another unit's artillery lance. Game needs a sensor upgrade anyway.

#27 Peace2U

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Posted 16 May 2020 - 10:21 AM

View PostKoniving, on 27 December 2019 - 12:44 AM, said:

Ryana should be finding semi-local jobs so you're not going too far to get to somewhere, so at most you should be able to reach a destination within days.


I would suggest an option to choose who you will fight for and against and have Ryana locate war zones and star systems meeting those criteria in order to maximize your economy and reputation.

Also, please create a 'save spec' / 'restore spec' button for mechs so that when they are pulled out of cold storage they would be equipped automatically (with the correct associated labor cost) and have the same paint job.
It would even be nice to create multiple configurations for each mech to quickly refit and jump into whatever the mission requires.

I may be missing it (If it's already a hidden function), but I would also like to be able to name each chassis, so if you have more than one of a specific model, equipped differently, you could differentiate them easily.

As far as the comments on the skill cap, I do not see why all pilots should not have a maximum skill cap?
Everyone learns from experience, so let some pilots have a low beginning skill level, and eventually gain skill to become experienced pilots. - This takes time, and just like in life, you have to survive to become good at what you do.
Of course there will occasionally be already highly skilled pilots available at a higher price.
Sounds like a real world job market??

On AI interaction, I would like to see a 'Defend' command added.
So that you could assign a lance mate, or the entire lance to defend anything.
By design, each AI pilot will defend themselves when attacked.
But Imagine assigning a lance mate a command to defend another lance mate, or to defend your mech, or defend a certain map location.
One word - SWEET.

Peace All

#28 Koniving

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Posted 17 May 2020 - 06:28 PM

View PostPeace2U, on 16 May 2020 - 10:21 AM, said:

I may be missing it (If it's already a hidden function), but I would also like to be able to name each chassis, so if you have more than one of a specific model, equipped differently, you could differentiate them easily.

I do believe you can name the individual mechs. You can also save the spec, and "load" the spec after you pull them from cold storage, but there's nothing to do it automatically as the way the game saves the extra mechs in cold storage literally stores no information beyond what mech it is.

#29 Koniving

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Posted 17 May 2020 - 06:33 PM

View PostPeace2U, on 16 May 2020 - 10:21 AM, said:

As far as the comments on the skill cap, I do not see why all pilots should not have a maximum skill cap?
Everyone learns from experience, so let some pilots have a low beginning skill level, and eventually gain skill to become experienced pilots. - This takes time, and just like in life, you have to survive to become good at what you do.
Of course there will occasionally be already highly skilled pilots available at a higher price.
Sounds like a real world job market??
Peace All


I think the max skill cap might be referring to the ceiling, some pilots have a pretty low ceiling of skills, meaning they'll never be useful past a certain point. Yes there's realism in having to let them go for better pilots and I think it's also done with the idea that some pilots will die... but sometimes you'll find that high potential pilots... are suicidal, and others seem to survive anything but have a very low skill cap. Sometimes people get attached and want all their pilots to make it through to the end.

So I could see it either way.
It probably doesn't help that some of the more pleasant pilots to listen to have some of the lowest skill caps.

#30 Peace2U

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Posted 18 May 2020 - 04:12 PM

View PostKoniving, on 17 May 2020 - 06:28 PM, said:

I do believe you can name the individual mechs. You can also save the spec, and "load" the spec after you pull them from cold storage, but there's nothing to do it automatically as the way the game saves the extra mechs in cold storage literally stores no information beyond what mech it is.


Can you direct me to the function for rename/save/load mechs going into/coming out of Cold Storage?
Thank you.

Edited by Peace2U, 04 June 2020 - 01:05 PM.






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