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Variant Quirk Replacement


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#1 Science and Sorcery

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Posted 26 July 2020 - 01:18 AM

Hello. An idea just popped in my head and I really think it would add taste to the game. Basically, its about replacing quirks on a variant or customizing and introducing replaceable quirk "slots", just to customize the existing quirks but not add or remove any. This feature could be called "Quirk reconfiguration" or "Variant redesign". It works like this: replace existing quirks for a different quirk of the same type. For instance, replacing a +20% PPC velocity on a banshee-3E for a +20% laser range but not something like a -10% ballistic heat. Default energy quirks should be replaced with custom energy quirks and default ballistic quirks should be replaced with custom ballistic quirks and so on. The values of the quirks could also be customizable up to a certain limit from the default quirk value. This could be made similar to the skill tree, requiring C-Bills and XP to perform. So it's another way to use XP and it can increase a variant's quirk potential, replacing useless quirks with a useful one.

Edited by gaison310, 26 July 2020 - 01:27 AM.


#2 Biomechtric

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Posted 26 July 2020 - 07:50 AM

We already have such a system, it's called the skill tree!
The reason quirks are there in the 1st place is to help balance weak chassis, to encourage use of stock loadouts & to encourage the use of stock omni's.
What you are suggesting will only allow certain high performing mechs to perform better.

#3 Ghoja

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Posted 19 August 2020 - 09:53 AM

To respond to Biomechtric, the weapons skill tree is generally a waste of skill points because if you are looking for anything other than range, you have to waste more skill points to get what you are actually looking for. Unless you have an overpowered quirk to start with.

To be honest, I think all weapon related quirks should just be removed. Most of them are either overpowered or just useless.

I agree with Swamp ***'s idea that if it is done that way, it should come at a hefty reduction to the initial quirk. I would add that you shouldn't be able to stack/swap in duplicate quirks. Basically, if you added a laser quirk that wasn't there, you can't add another laser range quirk. (regardless of if one is for reg and another is ER or pulse)





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