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How far beyond known variants should customs be allowed?



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Poll: Customisation level (268 member(s) have cast votes)

What level of mech customisation should MWO have?

  1. Total freedom, anything goes (within TT rules) (80 votes [29.85%] - View)

    Percentage of vote: 29.85%

  2. Anything as long as the game stays balanced (e.g laser boats are prevented/ineffective) (64 votes [23.88%] - View)

    Percentage of vote: 23.88%

  3. Limited customisation only (96 votes [35.82%] - View)

    Percentage of vote: 35.82%

  4. Absolutely none, custom mechs don't belong in MWO (28 votes [10.45%] - View)

    Percentage of vote: 10.45%

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#1 Riordan Lionheart

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Posted 22 January 2012 - 04:24 PM

I think of course mechs should be customizable in game but at the same time I don't want it like MW4 where you could just mount practically anything on the heaviest assault mechs as long as it had room i.e. nothing but PPCs and Gauss Rifles on on atlas etc. thoughts?

#2 Robert Knight

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Posted 22 January 2012 - 04:31 PM

I think they should use the TT rules and charge through the nose. maby only allow polits to modify once they get high enough level(why would you wast resorces on some nobody rookie)

#3 Graphite

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Posted 22 January 2012 - 04:35 PM

That's kind of funny Riodan, because the MW4 mech lab was actually a very restrictive one!

Truth is we don't know how MWO will handle mech customisation.
The devs have said they are trying to stick to the TT rules where they can, and the TT rules already have the full customisation rules: items have mass and size, and being able to mount a particular item pretty much depends on whether it will make the mech overweight, and whether the chosen body location has enough space left.
...so it's possible we may something like that, but we'll have to wait and see.

Nothing wrong with PPCs and Gauss rifles on an Atlas if that's what someone feels like, BTW!

#4 Jaskel118

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Posted 22 January 2012 - 04:37 PM

Little to nothing aside from paint and noseart. Anything else should be a big freakin' deal (ie Justin Xiang's Yen-Lo-Wang). At this point in canon, there's not much (pilot-side) customization at all, and if there is, it's a massive pain in the arse to do without breaking an existing system. Once we see ClanTech show up after the invasion, then we can talk about player-side customization.

I'm hoping we see at least few variants for each mech, but the technology of the time (AFAIK) just isn't up to MW4's level of customization.

Edit: Of course, this only applies to weapon loadouts. We already know modules will be entirely customizable.

Edited by snake-eyes, 22 January 2012 - 04:39 PM.


#5 KingCobra

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Posted 22 January 2012 - 04:39 PM

Well i personally would like a stock variant then a-f maybe cbt variants then i would like to make my own custom variants i just think there should be no Alpha strike and a limit on how many weapons you can chain fire like 2-3 max.Then it does not matter if you have custom or stock variants they might perform almost the same. :D

Edited by KingCobra, 22 January 2012 - 04:39 PM.


#6 Graphite

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Posted 22 January 2012 - 04:46 PM

View PostKingCobra, on 22 January 2012 - 04:39 PM, said:

... Then it does not matter if you have custom or stock variants they might perform almost the same. :D

Wouldn't that be kind of boring?

#7 Maximilian Thorn

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Posted 22 January 2012 - 04:53 PM

I would like to see a fully customizable mechlab with all the trimmings! Being able to choose your Mech's weapon loadout is a major selling point for this game! Remember, not everone who plays MW games has a clue about BT lore "variants". If the Devs wanna make money...they shouldn't hamstring the mechlabs, or, they can allow full mechlab customization via a cash shop purchase. I would definitely shell out a few bucks to be able to use the mechlab to make my own variants.

#8 LoneDragon

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Posted 22 January 2012 - 04:54 PM

i belive personalisation may lead to abuse, its a worry. if they can get a good game balance going tho. i say sure.

#9 Volkite

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Posted 22 January 2012 - 05:11 PM

Now what if we had some sort of cash flow?
Forgive me if I'm wrong, but I'm under the impression that we're getting a bunch of C-Bills and the like, gained from our contracts, lost by repair costs, etc. I can't say I'm sure as to how that's being managed but if it IS how the things are being managed...
Make customisation cost equal to the price of customising the TT 'mechs.
Such as swapping a Medium Laser for a Large Laser costing, for example, 190,000 (40k for Medium Laser, 100K for Large, 25K for each modification (taking one out and putting one in)). This is no small cost, really. And if this is the factor, including the cost of repairing the 'mech, and then the weight\\space\\heat mitigations... The act of customizing will take a LOT of guts. What if it's a bum design etc.

This also makes Omnimechs a good thing (I know they're only appearing later on, but it merits mention), as their 'pod space' allows a LOT of freedom, being able to effectively halve the cost of modifying and take less time in the hangar.
And to customise outside the podspace of an Omnimech will take 3x the time and money, as doing so even the SLIGHTEST BIT requires a complete overhaul, hardwired as the standard frame is.

All in all, if they implement prices to customisation, the standard configs will be quite common until we all get enough cash to tweak our 'mechs, or save up for the complete re-hash. I think it could be fun.

#10 Dlardrageth

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Posted 22 January 2012 - 05:19 PM

One word: "beyond". :D

The devs have already revealed there will be mountable modules for info warfare applications, so that goes already beyond "known variants". Anything else is pure speculation at this point anyway, but... it's less a matter of "allowing" customization than making balancing not a radar rat race. Which with completely free customization it might become IMHO.

Edited by Dlardrageth, 22 January 2012 - 05:19 PM.


#11 Graphite

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Posted 22 January 2012 - 05:20 PM

View PostMerovigian, on 22 January 2012 - 05:11 PM, said:

Now what if we had some sort of cash flow?

That would be cool - still allowing customisation, but using c-bills as a mechanism to prevent a free-for-all.

Quote

This also makes Omnimechs a good thing (I know they're only appearing later on, but it merits mention), as their 'pod space' allows a LOT of freedom, being able to effectively halve the cost of modifying and take less time in the hangar.

Omnis are expensive though...

#12 Dubb

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Posted 22 January 2012 - 05:22 PM

In game rep could cover if you're allowed! As mentioned earlier, you wouldn't she'll out the Cbills needed for the work on a green pilot..

#13 Morashtak

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Posted 22 January 2012 - 05:33 PM

Variants, yes, a few weeks after launch of mvp (minimum viable product).

After months of play testing to hone game balance we can talk customization.

#14 Longinus Leichenberg

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Posted 22 January 2012 - 05:36 PM

I personally love tinkering, I love making the weirdest, most extreme customizations with nearly anything. Like, I used to make maps for a Pac-Man game, Quake, Quake II, game modes for Halo, whatever.

#15 Black Sunder

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Posted 22 January 2012 - 05:40 PM

I wish we had a search feature on the forum.....

#16 The Boneshaman

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Posted 22 January 2012 - 05:41 PM

If they go by the MW games where if the retical is on your target than you hit it. but if they go by something like World of Tanks where your tank and the enemy could be at a stand still, your retical is on the target and you can still miss by fireing to low and if both stay puit you can miss by firing to high even if you dont move the tank or the gun. If they go by WoT than theirs a chance of missing with your the 6 PPCs or 4 gauss.

#17 Volkite

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Posted 22 January 2012 - 05:43 PM

View PostGraphite, on 22 January 2012 - 05:20 PM, said:

Omnis are expensive though...

Oh yes they are. And the inherent affinity for modification is why.
Not just talking about Clan Omnis, there's also the Avatar, the Hauptmann, etc. These are expensive, but as said in another thread, the difference is hours of time in the bay for repairs and refits as opposed to days/weeks.
I'd say that's worth the extra moneys.

#18 Robert Knight

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Posted 22 January 2012 - 06:04 PM

oh and time, the more extensive your mods the longer you will not be able to feild that mech. switch out a AC/5 for a Large laser and some Heat sincks 2 days. replace your pitben 180 for a larger engen and gyro your out for 2 weeks.

#19 Volkite

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Posted 22 January 2012 - 06:21 PM

Exactly!
Better have a spare 'mech or two handy. If you're modding one, and you're called to battle you'd HAVE to. Then if it gets totalled, the repairs will take time, too. Better have more than one spare, really.

#20 Aegis Kleais

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Posted 22 January 2012 - 06:45 PM

To me, the perfect balance is that a Mech is limited to what it can carry in varying parts of the body.

I don't care if it's a PPC/ERL/etc., but if you know "OK, THIS Mech can carry ENERGY weapons at THIS location" then you can familiarize yourself with knowing how to cripple your enemy based on the type of weapon you want to take out. Long story short, the majority of a Timberwolf's projectile capabilities are in his "ears". Clip them and you help diminish that threat.

I'm not for the Mech just being an X ton weapons platform where you can put any type of weapon in any location; Mechs were specialized for different roles.





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