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New Easy To Implement Features/ideas For Immersion/end-Game


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#1 MechWarrior2150582

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Posted 11 August 2024 - 09:17 AM

Easy-to-Add Features (Easy for development) to Enhance Immersion Without Affecting Game Balance (Something for End-Game stage):
These additions would deepen the in-game experience, especially for veteran players, by offering more tactical options and customization without disrupting the core gameplay balance:
  • (MECH BUILD) Mech Tonnage and Speed: A Mech's free tonnage should directly influence its SPEED and JUMPDistance. Lighter Mechs (e.g., 77/80 tons) would be faster than heavier ones (80/80 tons), encouraging players to carefully consider weight distribution - now it does't matter !!!
  • (DESTRUCTION) Mech Destruction: Destroyed Mechs should create visually impressive explosions based on their size (light, medium, assault), engine type, and equipped weapons. This would add a visceral impact to combat and potentially affect the surrounding environment (if light mech will kill other mech in close combat expect explosion to take both:))
  • (NEW WEAPON, FROM MECHCOMMANDER) "Long Tom Cannon": Introduce a new "Long Tom Cannon" weapon, specialized for indirect fire at extreme angles. This would offer unique tactical possibilities for skilled players, especially on maps with varied terrain. It should function similarly to LRM, but utilize artillery cannons instead.
  • (MISCELLANEOUS) Enhanced Sights and Optics: Expand the range of available equipment with various electronically enhanced sights and optics. These could offer benefits like improved zoom, target acquisition, or thermal vision, further rewarding player investment and tactical choices.
  • (MISCELLANEOUS/SENSORS) Night Missions: Add missions that take place at night or in low-light conditions. Players would need to utilize lights or night vision goggles to navigate and engage enemies, creating a tense and immersive atmosphere.
  • (SUPPORT WEAPONS) Support Weapons: Introduce a wider variety of support weapons, including:
    • Smoke grenades for concealment and tactical maneuvers,
    • Incendiary rounds to inflict damage over time and deny terrain,
    • Mines to create defensive perimeters or ambush opportunities,
    • Self-smoke grenades to provide long-term cover from enemy fire,
    • (Battle UEV drones equipped with small lasers attacking opponents.
  • (MISCELLANEOUS) Escape Pods: Mechs should be equipped with escape pods that allow pilots to eject in critical situations. Successful ejections could result in reduced experience penalties, while failed attempts lead to greater losses.
  • (NEW WEAPONS, WITHOUT "NEW WEAPONS") Unique Weapon Variants: Include special weapon variants with distinct visual effects and gameplay benefits. These could be less visible to enemies, harder to track, or offer other tactical advantages - new weapon will have the same stats as current weapons. For example ER LARGE LASER (Tier 1) - normal, ER LARGE LASER (Tier 3) - less visual effects are applied (for stealh gameplay).
  • (NEW WEAPONS, WITHOUT "NEW WEAPONS") VLRM (Very Long Range Missiles) - Longer range but lower damage - FIX the LOS error, where the LRM trajectory does not include terrain obstacles.
  • (NEW WEAPONS, WITHOUT "NEW WEAPONS") Heavy flamer.
  • (SENSORS) ECM Modules: Expand the ECM system with additional tiers:
    • ECM-STD (current standard),
    • ECM-ADV (improved stats, increased weight),
    • ECM-ENH (even better stats, significantly heavier) This would allow for greater customization and trade-offs in electronic warfare strategies.
  • (CUSTOMIZATION) Mech Warrior Avatars: Implement a system of customizable Mech Warrior avatars with varying rarities. This would add a personal touch to player profiles and offer another layer of progression and collection.
  • (CUSTOMIZATION) Supply Cache Rewards: Make unique weapon variants and rare Mech Warrior avatars available through the Supply Cache system, offering a compelling incentive for long-term engagement.
  • (MISCELLANEOUS, new equipment): Triple Heat Sinks: Enhanced heat dissipation compared to Double Heat Sinks, but occupy additional critical space within your 'Mech. Armor Plates: Provide supplementary protection when there's available tonnage and space. However, consider the potential impact on speed before equipping them. (See the first suggestion for further guidance.)
  • (ENGINES) Same stats/weight, but with different bonuses: Engine: Improved stealth through advanced electronics, resulting in reduced emissions and a bonus to Counter-Electronic Countermeasures (ECM).Stealth Engine: Enhanced stealth through advanced electronics, resulting in reduced emissions and a bonus against targeting systems.
  • (Collision damage overhaul) Collision damage, while jump jetting and falling down on enemies.
  • (New voices) New voices for in-game play commands, many voice options that could be unlocked or bought.

-- -- -- -- -- -- -- --
I hope this sparks your imagination and provides valuable inspiration Posted Image

Sometimes, it's not just about adding more content, but rather about introducing greater depth and intricacy. Complexity can often be the key to a truly engaging and thought-provoking experience. Posted Image


Posted Image

Edited by MechWarrior2150582, 17 August 2024 - 01:34 AM.


#2 Pondafarr

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Posted 12 August 2024 - 07:05 PM

I like all of these suggestions

#3 Tiy0s

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Posted 17 August 2024 - 05:44 AM

While I appreciate the enthusiasm, none of these would be considered easy to implement. Many of them would be core feature reworks or adding new core features entirely.

#4 SockSlayer

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Posted 17 August 2024 - 04:50 PM

View PostTiy0s, on 17 August 2024 - 05:44 AM, said:

While I appreciate the enthusiasm, none of these would be considered easy to implement. Many of them would be core feature reworks or adding new core features entirely.
I did a dance with programming in the past, so I agree that much of that will take a lot of new code. if I had to estimate, Heavy Flamer might be one of the easier ones if nothing changed on how its heat or other stats are processed, and kept the same firing style, somewhat of a copy, modify, and paste, though the fun is always checking if its done correctly everywhere it will be used in code. Goodness the time it takes on even a single weapon...I feel that deeply. I like the idea of the MISCELLANEOUS stuff too, and have actually had thoughts about those same pieces of equipment. 'Easy' and 'Programming' are definitely two words that meet only once in a blue moon, and doing it good really takes so much know how. Heavily appreciate the art.

#5 Rhaelcan

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Posted 17 August 2024 - 09:24 PM

View PostMechWarrior2150582, on 11 August 2024 - 09:17 AM, said:

Easy-to-Add Features (Easy for development) to Enhance Immersion Without Affecting Game Balance (Something for End-Game stage):
These additions would deepen the in-game experience, especially for veteran players, by offering more tactical options and customization without disrupting the core gameplay balance:
  • (MECH BUILD) Mech Tonnage and Speed: A Mech's free tonnage should directly influence its SPEED and JUMPDistance. Lighter Mechs (e.g., 77/80 tons) would be faster than heavier ones (80/80 tons), encouraging players to carefully consider weight distribution - now it does't matter !!!
  • (DESTRUCTION) Mech Destruction: Destroyed Mechs should create visually impressive explosions based on their size (light, medium, assault), engine type, and equipped weapons. This would add a visceral impact to combat and potentially affect the surrounding environment (if light mech will kill other mech in close combat expect explosion to take both:))
  • (NEW WEAPON, FROM MECHCOMMANDER) "Long Tom Cannon": Introduce a new "Long Tom Cannon" weapon, specialized for indirect fire at extreme angles. This would offer unique tactical possibilities for skilled players, especially on maps with varied terrain. It should function similarly to LRM, but utilize artillery cannons instead.
  • (MISCELLANEOUS) Enhanced Sights and Optics: Expand the range of available equipment with various electronically enhanced sights and optics. These could offer benefits like improved zoom, target acquisition, or thermal vision, further rewarding player investment and tactical choices.
  • (MISCELLANEOUS/SENSORS) Night Missions: Add missions that take place at night or in low-light conditions. Players would need to utilize lights or night vision goggles to navigate and engage enemies, creating a tense and immersive atmosphere.
  • (SUPPORT WEAPONS) Support Weapons: Introduce a wider variety of support weapons, including:
    • Smoke grenades for concealment and tactical maneuvers,
    • Incendiary rounds to inflict damage over time and deny terrain,
    • Mines to create defensive perimeters or ambush opportunities,
    • Self-smoke grenades to provide long-term cover from enemy fire,
    • (Battle UEV drones equipped with small lasers attacking opponents.
  • (MISCELLANEOUS) Escape Pods: Mechs should be equipped with escape pods that allow pilots to eject in critical situations. Successful ejections could result in reduced experience penalties, while failed attempts lead to greater losses.
  • (NEW WEAPONS, WITHOUT "NEW WEAPONS") Unique Weapon Variants: Include special weapon variants with distinct visual effects and gameplay benefits. These could be less visible to enemies, harder to track, or offer other tactical advantages - new weapon will have the same stats as current weapons. For example ER LARGE LASER (Tier 1) - normal, ER LARGE LASER (Tier 3) - less visual effects are applied (for stealh gameplay).
  • (NEW WEAPONS, WITHOUT "NEW WEAPONS") VLRM (Very Long Range Missiles) - Longer range but lower damage - FIX the LOS error, where the LRM trajectory does not include terrain obstacles.
  • (NEW WEAPONS, WITHOUT "NEW WEAPONS") Heavy flamer.
  • (SENSORS) ECM Modules: Expand the ECM system with additional tiers:
    • ECM-STD (current standard),
    • ECM-ADV (improved stats, increased weight),
    • ECM-ENH (even better stats, significantly heavier) This would allow for greater customization and trade-offs in electronic warfare strategies.
  • (CUSTOMIZATION) Mech Warrior Avatars: Implement a system of customizable Mech Warrior avatars with varying rarities. This would add a personal touch to player profiles and offer another layer of progression and collection.
  • (CUSTOMIZATION) Supply Cache Rewards: Make unique weapon variants and rare Mech Warrior avatars available through the Supply Cache system, offering a compelling incentive for long-term engagement.
  • (MISCELLANEOUS, new equipment): Triple Heat Sinks: Enhanced heat dissipation compared to Double Heat Sinks, but occupy additional critical space within your 'Mech. Armor Plates: Provide supplementary protection when there's available tonnage and space. However, consider the potential impact on speed before equipping them. (See the first suggestion for further guidance.)
  • (ENGINES) Same stats/weight, but with different bonuses: Engine: Improved stealth through advanced electronics, resulting in reduced emissions and a bonus to Counter-Electronic Countermeasures (ECM).Stealth Engine: Enhanced stealth through advanced electronics, resulting in reduced emissions and a bonus against targeting systems.
  • (Collision damage overhaul) Collision damage, while jump jetting and falling down on enemies.
  • (New voices) New voices for in-game play commands, many voice options that could be unlocked or bought.

-- -- -- -- -- -- -- --
I hope this sparks your imagination and provides valuable inspiration Posted Image

Sometimes, it's not just about adding more content, but rather about introducing greater depth and intricacy. Complexity can often be the key to a truly engaging and thought-provoking experience. Posted Image


Posted Image


Go play mw5 for this stuff-





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