Jay Sovereign, on 27 December 2020 - 11:23 AM, said:
- Rearmament costs
- Knockdowns
Absolutely not
Jay Sovereign, on 27 December 2020 - 11:23 AM, said:
- Bring back the cockpit monitors which were actually useful and told you how much ammo you had, how many heatsinks you had left, what items were destroyed, other useful information and etc.
Actually yes. Being able to figure out which of your heatsinks/equipment got nuked would be nice for knowing how to roll damage. Heatsink/gear monitors would be great, but why stop there? Why not a whole new UI element to bring up in battle which gives you a complete readout of your Mech's current status so you can plan?
Jay Sovereign, on 27 December 2020 - 11:23 AM, said:
- Melee (And I'll tell you exactly how to make it work from a gameplay perspective, you just have to code it)
- A punch must be 'Wound Up' and the player will do this by holding the corresponding fire key.
- When the punch has been appropriately wound, the player will then release the 'Wind Up' to punch.
- Punches that are not wound up either do little to no damage or simply can't be done at all.
- A mech must have a 'Hand Actuator' to punch or use a melee weapon.
lolno. Melee in this engine in this game would be a travesty. PGI know it, most community members know it, you ought to know it by now too. If MWO were to get magically upgraded into an engine more conducive to that sort of thing, then maybe it could happen, but for now, there's no use in discussing melee. The game has far larger problems to attend to first.
Jay Sovereign, on 27 December 2020 - 11:23 AM, said:
What is listed from this point on is not necessarily a priority. Some of these ideas may or may not be lore/timeline appropriate.
- Allowing mechs to extend/raise their arms (if applicable to certain mech)
- Allowing mechs to crouch (if applicable to certain mech)
But why tho. Why go through all the animation trouble and hitbox troubleshooting just for your Fatlas to be able to what, lift its Medium Pulses over a bit of soft cover? I don't think PGI is in any hurry to waste money after the Solaris debacle and all that work sounds like it'll bear no fruit.
Jay Sovereign, on 27 December 2020 - 11:23 AM, said:
Equipment- Superchargers: An idea of how it could function would be something similar to 'Over Boost' in Armored Core!
- Turbo boost horizontally and as you are boosting your fuel decreases.
- You stop when you release the button or your fuel is empty.
- Has a long cooldown time. Can risk blowing up your mech, possibly.
- Perhaps a mech would require jump jets to use it?
- Shields held in the hands of a mech or attached somewhere to the body for added protection.
- Flashlights attachment equipment. May or may not occupy an energy hardpoint. When a button is pressed, you will turn on your mech's flashlight. I'm getting sick of night/heat vision because you are not able to see far away if at all sometimes. They have their pros and cons. At least with an equipable flashlight, you can turn it on and a smaller area in front of you will be illuminated but you can still see the whole environment naturally. The drawback is that enemies can obviously see you running around with a floodlight on your mech.
Superchargers are something that I've wanted for a while, and as of yet I still don't see any particular reason why they don't exist. MASC for non-MASC Mechs, or even more speed for MASC Mechs. I definitely wouldn't make it AC-style boosting though. That sounds like a whole can of worms waiting to be opened.
Shields might be fine but require a lot of work better spent elsewhere. Plus I'm not exactly sure how you'd get them to function properly without relegating them to "slab on arm," as Battletech shields are supposed to be dynamic. Either way, it's beyond low priority.
Flashlights? Why? Just turn up your gamma bruh
Jay Sovereign, on 27 December 2020 - 11:23 AM, said:
Ally/Enemy Advanced Information Sensor: Equipping this will allow you to know all about your teammates or enemies. While highlighting friendly or enemy mechs, you can see information such as equipped modules, ammo stockpile, weapon cooldown rates, amount of heatsinks, item detection, and etc. You will be able to see friendly loadouts and limb health.
Separation Targeting System: Allows you to aim different arms/weapons separately. A new button hotkey can be created which when pressed will stop the reticle where it currently is dead in its tracks, and literally split or copy a new reticle which you can then control. When you press the hotkey again / or release it (if it is toggled or held), your view will then reset itself and both reticles will then combine into one.
This is already possible in-game but only works with torso as one reticle and both arms as another by using the 'Free Look' key to stop your torso reticle while still being able to freely move your arms reticle.
No.
Jay Sovereign, on 27 December 2020 - 11:23 AM, said:
Armors / Signature Systems- Reflective Armor - Just as heavy as standard armor (if not slightly heavier), takes up more slots. Adds extra protection against lasers.
- Reactive Armor - Just as heavy as standard armor (if not slightly heavier), takes up more slots. Adds extra protection against ballistics and/or missiles.
- Chameleon Light Polarization Shield
- Mimetic Armor
- Void Signature Armor
Reflec/Blazer armours would be great and piss off Clan mains, so I'm all for it. Balancing them might be tricky but certainly not impossible given like, an afternoon or two of thought. Probably not very high priority but more armour types would definitely be appreciated.
CLPS would be an absolute headache to deal with. CLPS on any given ECM unit? Have fun never being able to target their STs/arms again. Even without NSS it would create so much of a problem, especially when it costs no tonnage and only needs 6 slots. Bad idea in the game's current state.
Mimetic Armour is for Battle Armour only.
VSS would be an utter nightmare to deal with. Cloaking
and stealth in a tidy package that's easier to load than Stealth Armour and more effective? Big no. Don't bring that evil into this house.
Jay Sovereign, on 27 December 2020 - 11:23 AM, said:
- Mech racing mode: In the future, some people also find racing mechs instead of cars to be incredibly fun. With all the mayhem that may entail...
- PvE mode with various level / mission types such as survival or objective based.
Boring.
Jay Sovereign, on 27 December 2020 - 11:23 AM, said:
- Customizable robot / Betty voices
- Customizable sounds
- Customizable HUD
- Customizable mech hangar
I know you said these were low priority but damn we're really at the bottom of the ladder right now. Different Betty voices would be nice, reflecting different manufacturers, variants, and designs, but it's so unlikely to happen. Not sure what you want out of customisable sounds either. If you want MW4 sounds, go get the soundpack. They're easy to install.
Custom HUD is take or leave. Custom hangar is whatever. Like who cares dawg, game's about shooting fools, not sitting in the bays.
Jay Sovereign, on 27 December 2020 - 11:23 AM, said:
- It would be great to have new ways to group and sort mechs. For example, tabs for Short / Medium / Long Range, ECM/Stealth, Support, and etc. When you're looking at all the mechs you own in basically one group, it gets overwhelming.
- We really need a way to quickly view mech loadouts without going into the loadout menu for each mech. A player should only have to go into the loadout menu when they want to actually edit the loadout.
- I wish we had at least a few more available characters to nickname mechs.
Yeah okay this is all reasonable. Sorting Mechs is a pain in the *** when you have a few dozen in one class. It only gets worse when you're trying to find which one has a specific engine to repurpose. Being able to get an actual breakdown of your Mech without entering the Mechlab itself would also be a nice QoL change but it doesn't take that long to check anyways.