Skill Tree / Grind Reduction - Let's start with "The Grind". Competing games - World of Tanks, World of Warships and War Thunder - all have far more grind than MWO. The other games even require "experience" before you are allowed to buy a new vehicle. MWO only requires C-Bills. I see no reason to change that.
Players like flexibility, but that's really just another word for "complexity". The Skill Tree is a big example of this. The early change by PGI to not require any cost to re-enable a previously-enabled node was a good step. But unless a player has all 91 nodes already planned out, they must pay for more than 91 nodes as they decide what they actually want. That punishes new players.
If the Skill Tree stays, my recommendations:
- Once a player pays 91 nodes for a 'Mech chassis/variant all the nodes open up for free
- GSP should be in supply caches, not just events - reward the players who play the most
- Any 'Mech bought with MC (hero, champion) should have all the nodes open for free
If major Skill Tree changes are being considered, that deserves its own thread / discussion, separate from other issues.
Remove Torso Heat Spike Mechanic - When an XL or LFE equipped 'Mech loses its side torso their top speed is reduced by 20% and their heat capacity and dissipation is reduced by 40%. Thus, if you are running hot and suddenly lose a side torso, thus losing 40% of your heat capacity, you will overheat and shut down. There is no "heat spike", the issue is the in-game UI does not do a good job explaining what happened.
In BattleTech Table Top (BT-TT), every engine critical hit increase heat buildup by five points per turn. An LFE 'Mech would lose 3 Movement Points and gain 10 heat points per turn when losing a side torso. So MWO tracks pretty well with BT-TT. The main difference is shutting down due to heat - this is RNG in BT-TT, not automatic like in MWO.
So, I think some are suggesting that rather than sudden shut down at the loss of a side torso there could be "automatic override" that resets once heat gets within the new heat capacity values - which should include internal damage (just like player-set override). I don't think this is needed.
My recommendation: Do nothing, the current system works.
Heat Management Values Not Representative of Heat Efficiency - If this is a comment about how the MWO MechLab displays "Heat MGMT", then I agree. My 5xMPL Urbie K9 has a heat management of 1.23/2. WTH does that even mean?
My recommendation: Convert that to "Heat Efficiency" like MechDB (
https://mech.nav-alpha.com/) uses, and also include "Heat Capacity" and "Heat Dissipation".
Simplify Command Wheel - The only thing I use the command wheel for is "mech spotted", so they stay on the map longer. Only 1-in-50 games do I see anyone use any other command.
What I'd like to see is the option to assign the commands to a keyboard shortcut. Rather than E-then-mouse I can just hit a function key.
Remove Time of Day Change in Matches (FPS hit) - Do this today. I don't mind the different times of days in games, but the accelerated time change is annoying.
UI Performance Pass / Scaling? - "UI Performance Pass" can mean many things. I'd like to see more color-blind options and be able to drag-and-drop the UI to where I want. But CryEngine may not have the capability for that.
Scaling is a bigger issue. I love how 'Mechs are scaled to their tonnage - some are wider but shorter, some are tall and skinny. Every 'Mech of the same tonnage has the same volume.
At least in theory. There seems to be a lot of odd scaling choices. The 35t Firestarter looks at least three-times the size of the 20t Locust. There are many other examples. The only scaling change I'd like to see is confirmation that the current scales are correct.
Edited by Tamerlin, 19 November 2020 - 08:45 PM.