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End-Game Content : Card System


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Poll: End-game content : Card System (7 member(s) have cast votes)

Want more end-game content ?

  1. Yes, something like this (1 votes [14.29%])

    Percentage of vote: 14.29%

  2. Yes, but not something like this (5 votes [71.43%])

    Percentage of vote: 71.43%

  3. No, no more end-game content wanted (1 votes [14.29%])

    Percentage of vote: 14.29%

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#1 Warning incoming Humble Dexterer

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Posted 18 February 2020 - 09:48 AM

Based on successful RPG games : The Card System

0) Card availability
- The Common supply cache contain a level 1 card.
- The Uncommon supply cache contain a level 2 card.
- The Rare supply cache contain a level 3 card.
- The Ultra rare supply cache contain a level 4 card.
Cards cannot be purchased from the store, or won from anywhere else.

1) Slotting cards
- A level 1 card can be permanently slotted in any bolt-on.
- A level 2 card can only be permanently slotted in a bolt-on worth 500MC or more.
- A level 3 card can only be permanently slotted in a bolt-on worth 750MC or more.
- A level 4 card can only be permanently slotted in a bolt-on worth 1000MC.
Bolt-ons can be won for free from Solaris and events, or purchased from the store.

2) Card Types
The types of card are the same as some of the node types in the skill trees :
- Including types like : Range, Heat Gen, Cooldown...
- Excluding types like : Laser Duration, UAC Jam Chance, Missile Spread, Enhanced ECM...

3) Card Levels
- Level 4 is the maximum card level.
- But some type of cards have less then 4 levels available.
For example the "consumable slot" card type could be limited to level 1, which would make this type of low-level Common supply cache card very valuable, and a fine fit for a low level 250MC bolt-on.

4) Card stacking
Only the top value of any type of card equipped on the same mech applies :
- The effects of a +3 range card and +2 Cooldown card will stack.
- The effects of a +3 range card and +2 range card won't stack, and will only provide the bigger +3 range instead.
- Alternative : Cards of the same type do stack, but only up to their maximum of level 4 (or less).

5) Card duration
- The effect of a card is active, until it's bolt-on is destroyed.
- The card itself is not destroyed, when it's bolt-on is destroyed.

6) Hardcore mode
- A level 2 card can only be inserted into a bolt-on already equipped with a level 1 card of the same type.
- A level 3 card can only be inserted into a bolt-on already equipped with a level 2 card of the same type.
- A level 4 card can only be inserted into a bolt-on already equipped with a level 3 card of the same type.
This makes lower level cards more valuable, provides a smoother progression in level-ups, and makes it harder and longer to reach level 4.

7) Other Card Types
- +XP (+1% per level, ~4 levels)
- + Cbills (+1% per level, ~4 levels)
- + Supply cache progress (+1% per level, ~3 levels)
- + Loyalty (+1% per level, ~2 levels)
- +MC (+1 MC per match but only if the mech is deployed and it's bolt-on survives, only 1 level)

8) Options
- A card already inserted into a bolt-on can be manually destroyed by the player (at a cost ?), to make room for another type of card.
- As an exception you can earn a Level 1, a level 2, a level 3 and a level 4 card from the type of your choice, as part of the Annual Rewards Program (depending on which level of cards you qualify for).
For cards and supply caches to remain valuable, it's important slotted cards can never be returned to the player, but can at least be destroyed to free up the bolt-on instead.

9) And that's it
- Supply Caches become more valuable, even the Common Supply Cache for the level 1 cards needed (?) to reach level 2 (if hardcore mode is being used), and it's special level 1 card types.
- Bolt-ons become useful at something.
- Solaris supply caches become more valuable for their bolt-on content.
- End-game content is added to MWO.

Edited by Humble Dexter, 18 February 2020 - 11:35 AM.


#2 martian

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Posted 18 February 2020 - 12:08 PM

Such ridiculously complicated system.

No, thanks.

#3 Warning incoming Humble Dexterer

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Posted 18 February 2020 - 12:48 PM

View Postmartian, on 18 February 2020 - 12:08 PM, said:

Such ridiculously complicated system.

No, thanks.

Well PGI can simplify it : No card levels, slot them anywhere you want, when you want.

But don't go playing Diablo, because it's way more complicated then that.

Heck, Final Fantasy 7's slot system was way more complicated then Diablo's, and that's a 1997 playstation one game made for... kids.

#4 martian

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Posted 18 February 2020 - 09:36 PM

View PostHumble Dexter, on 18 February 2020 - 12:48 PM, said:

Well PGI can simplify it : No card levels, slot them anywhere you want, when you want.

But don't go playing Diablo, because it's way more complicated then that.

Heck, Final Fantasy 7's slot system was way more complicated then Diablo's, and that's a 1997 playstation one game made for... kids.

PGI reworked the original mastering system and has created the current system of skill trees. Do you think that they are going to throw it out of the window to create the third system that will lead to the same result?

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Posted 19 February 2020 - 05:33 PM

View Postmartian, on 18 February 2020 - 09:36 PM, said:

PGI reworked the original mastering system and has created the current system of skill trees. Do you think that they are going to throw it out of the window to create the third system that will lead to the same result?

Bolt-ons are pretty much useless except for getting yourself spotted, supply caches are pretty much useless beyond making cbills for new players, solaris supply caches are unpopular too...

I'm taking all that and giving it a use, without removing any of the old content : I'm adding new content, not replacing the old one.

#6 50 50

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Posted 19 February 2020 - 10:05 PM

This is a bit like when the skill tree was back in it's original form and we equipped the modules.

#7 Aidan Crenshaw

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Posted 19 February 2020 - 11:47 PM

All I see is a lottery slotted to a pay-to-win feature. I doubt that this will improve the lategame.

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Posted 23 February 2020 - 01:01 AM

View PostAidan Crenshaw, on 19 February 2020 - 11:47 PM, said:

All I see is a lottery slotted to a pay-to-win feature. I doubt that this will improve the lategame.

Dunno, I went out of my way to point out a gazillion dollars couldn't fill you up with cards, since they're simply not available for sale in the store...

So what part of opening supply caches you have to grind for, to get cards you can't pay money for, is way too pay-to-win for your sake ?





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