Modulators
A module that goes into a weapon slot, and provides quirk to a mech.
Example: place modulator into an empty energy weapon slot, to get a quirk of 2.5% energy weapons heat, or cooldown, duration, range, whichever is more desired/effective.
Same for a missile and ballistic slots.
Size same as heat sink - single and double (2.5% and 5%)
Weight of modulator could be anything between 1-5 ton.
Possible drop from lootboxes maybe? Or get as good service award from clans/is?
This module should not provide any serious advantages, but will allow for more customization and flexibility without unbalancing, as you trade raw firepower for certain improvement in other stats.
Stabilization module
A module similar to one being used in modern tanks. As long as your torso is able to pitch/roll faster than your legs, stabilization module will keep crosshair at the spot. Weapons like flamers, machineguns, or rotary ACs would benefit the most, as this module will allow to rotate the direction of mechs legs on the go without losing your aim.
User friendly (or hacked?) targeting computer
Allows the mechwarrior to customize UI repositioning or removing unwanted or obstructing indicators, also allows to change shape and color of crosshair


Your Thoughts On That, Mechwarriors?
Started by Insane Machine, Sep 04 2023 01:34 PM
5 replies to this topic
#1
Posted 04 September 2023 - 01:34 PM
#2
Posted 06 September 2023 - 08:06 AM
I really like your modulator idea, but i think they should instead go for modulators like this:
-Modulator have item limit of 1 per mech.
-Modulator acts as a attachable quirk for mech, improving characteristics of the mech that it is attached to.
-Modulator's effect strength is dependent on how much hardpoints mech has. For example, if mech is a nova with 12 energy hardpoints then modulator won't give any super strong effects, only giving something like 2.5-5% to something related to certain weapon type. But if there are only 3 hardpoints on mech, like on Summoner Prime, modulator would add much stronger buff, like +10-30% cooldown, heat gen reduction or etc.
-Modulator doesnt take up weapon hardpoints, instead it just takes slots equal to IS Double Heatsink and weights 1-2 tons.
Stabilization module is actually quite cool, i think if it would weight 1 ton and take up 1 slot in each side torso it would be interesting item, especially if you have a very large torso yaw angle, like Vindicator or Urbanmech.
As for user-friendly HUD - i think it's better to just make HUD customizable as a game feature, not as a mech equipment. Everyone asked for customizable HUD for years, and locking it behind tonnage and space paywall isn't a good idea.
Overall - i liked that! Would love to see this in game.
-Modulator have item limit of 1 per mech.
-Modulator acts as a attachable quirk for mech, improving characteristics of the mech that it is attached to.
-Modulator's effect strength is dependent on how much hardpoints mech has. For example, if mech is a nova with 12 energy hardpoints then modulator won't give any super strong effects, only giving something like 2.5-5% to something related to certain weapon type. But if there are only 3 hardpoints on mech, like on Summoner Prime, modulator would add much stronger buff, like +10-30% cooldown, heat gen reduction or etc.
-Modulator doesnt take up weapon hardpoints, instead it just takes slots equal to IS Double Heatsink and weights 1-2 tons.
Stabilization module is actually quite cool, i think if it would weight 1 ton and take up 1 slot in each side torso it would be interesting item, especially if you have a very large torso yaw angle, like Vindicator or Urbanmech.
As for user-friendly HUD - i think it's better to just make HUD customizable as a game feature, not as a mech equipment. Everyone asked for customizable HUD for years, and locking it behind tonnage and space paywall isn't a good idea.
Overall - i liked that! Would love to see this in game.
#3
Posted 19 September 2023 - 02:40 PM
Insane Machine, on 04 September 2023 - 01:34 PM, said:
Modulators
A module that goes into a weapon slot, and provides quirk to a mech.
Example: place modulator into an empty energy weapon slot, to get a quirk of 2.5% energy weapons heat, or cooldown, duration, range, whichever is more desired/effective.
Same for a missile and ballistic slots.
Size same as heat sink - single and double (2.5% and 5%)
Weight of modulator could be anything between 1-5 ton.
Possible drop from lootboxes maybe? Or get as good service award from clans/is?
This module should not provide any serious advantages, but will allow for more customization and flexibility without unbalancing, as you trade raw firepower for certain improvement in other stats.
Stabilization module
A module similar to one being used in modern tanks. As long as your torso is able to pitch/roll faster than your legs, stabilization module will keep crosshair at the spot. Weapons like flamers, machineguns, or rotary ACs would benefit the most, as this module will allow to rotate the direction of mechs legs on the go without losing your aim.
User friendly (or hacked?) targeting computer
Allows the mechwarrior to customize UI repositioning or removing unwanted or obstructing indicators, also allows to change shape and color of crosshair
A module that goes into a weapon slot, and provides quirk to a mech.
Example: place modulator into an empty energy weapon slot, to get a quirk of 2.5% energy weapons heat, or cooldown, duration, range, whichever is more desired/effective.
Same for a missile and ballistic slots.
Size same as heat sink - single and double (2.5% and 5%)
Weight of modulator could be anything between 1-5 ton.
Possible drop from lootboxes maybe? Or get as good service award from clans/is?
This module should not provide any serious advantages, but will allow for more customization and flexibility without unbalancing, as you trade raw firepower for certain improvement in other stats.
Stabilization module
A module similar to one being used in modern tanks. As long as your torso is able to pitch/roll faster than your legs, stabilization module will keep crosshair at the spot. Weapons like flamers, machineguns, or rotary ACs would benefit the most, as this module will allow to rotate the direction of mechs legs on the go without losing your aim.
User friendly (or hacked?) targeting computer
Allows the mechwarrior to customize UI repositioning or removing unwanted or obstructing indicators, also allows to change shape and color of crosshair
...MORE OF THIS ^
I seem to remember something called a PPC+cap from MW4...been a lot of water under the bridge since then and I dont recall the exact specs, but it did use more slots than a reg. PPC and of course the damage and heat were also higher. Another thing I am trying to remember, was whether or not coolant pods were mountable in that game. The way they have it set up now is good, but packing more than 2 would be nice. These things in your post you mention, started out as modules earlier in the game...(which I liked BTW)...and got revised into the skill node system you have now. Admittedly, I was not a fan of this when it first came out, because of the hit a lot of my builds took on damage, but PGI has revised accordingly. I am guessing the reason the devs. took this line, was because of expansion options and overall modularity of the game. I agree with everything your saying...getting more technical with the build, and being able to see it and prove it on the battlefield is deffinately more appealing.
#4
Posted 20 September 2023 - 02:15 AM
I mean, we have still some "extensions" to use from the tabletop...
PPC Capacitor – BattleTechWiki (sarna.net)
Artemis V FCS – BattleTechWiki (sarna.net)
BattleMech HarJel System – BattleTechWiki (sarna.net)
Laser Insulator – BattleTechWiki (sarna.net)
Blue Shield Particle Field Damper – BattleTechWiki (sarna.net)
Caseless – BattleTechWiki (sarna.net)
Heavy Ferro-Fibrous Armor – BattleTechWiki (sarna.net)
Hardened Armor – BattleTechWiki (sarna.net)
Laser Reflective Armor – BattleTechWiki (sarna.net)
Reactive Armor – BattleTechWiki (sarna.net)
Endo-Composite – BattleTechWiki (sarna.net)
Composite internal structure – BattleTechWiki (sarna.net)
Less likely to see:
RISC Super-Cooled Myomer – BattleTechWiki (sarna.net)
Radical Heat Sink System – BattleTechWiki (sarna.net)
Emergency Coolant System – BattleTechWiki (sarna.net)
Ballistic-Reinforced Armor – BattleTechWiki (sarna.net)
Heat-Dissipating Armor – BattleTechWiki (sarna.net)
Impact-Resistant Armor – BattleTechWiki (sarna.net)
And the best of them:
Booby Trap – BattleTechWiki (sarna.net)
Because who doesn't like to go with boom, while taking somebody with ya to the graveyard?
Anyway the question is - how and what PGI would implement to MwO from all of this?
PPC Capacitor – BattleTechWiki (sarna.net)
Artemis V FCS – BattleTechWiki (sarna.net)
BattleMech HarJel System – BattleTechWiki (sarna.net)
Laser Insulator – BattleTechWiki (sarna.net)
Blue Shield Particle Field Damper – BattleTechWiki (sarna.net)
Caseless – BattleTechWiki (sarna.net)
Heavy Ferro-Fibrous Armor – BattleTechWiki (sarna.net)
Hardened Armor – BattleTechWiki (sarna.net)
Laser Reflective Armor – BattleTechWiki (sarna.net)
Reactive Armor – BattleTechWiki (sarna.net)
Endo-Composite – BattleTechWiki (sarna.net)
Composite internal structure – BattleTechWiki (sarna.net)
Less likely to see:
RISC Super-Cooled Myomer – BattleTechWiki (sarna.net)
Radical Heat Sink System – BattleTechWiki (sarna.net)
Emergency Coolant System – BattleTechWiki (sarna.net)
Ballistic-Reinforced Armor – BattleTechWiki (sarna.net)
Heat-Dissipating Armor – BattleTechWiki (sarna.net)
Impact-Resistant Armor – BattleTechWiki (sarna.net)
And the best of them:
Booby Trap – BattleTechWiki (sarna.net)
Because who doesn't like to go with boom, while taking somebody with ya to the graveyard?

Anyway the question is - how and what PGI would implement to MwO from all of this?
#5
Posted 22 September 2023 - 10:03 PM
I hope the devlopment team plans on putting this stuff in the game...I never really got into the dark ages stuff, because it came along after my time, but from what I have seen so far, that looks like a good place to get mod ideas as well...plus it was also part of the tabletop experience.
#6
Posted 26 September 2023 - 09:39 AM
I am on favor of anything that adds customization to our mechs, but of course, some trade off so the player can't simply put together something overpowered.
I dont think I would miss the current quirks system or the skill tree if PGI did away with it, and replaced it with something like what it's being suggested here.
I dont think I would miss the current quirks system or the skill tree if PGI did away with it, and replaced it with something like what it's being suggested here.
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