Battlemech Persistence
#1
Posted 01 November 2011 - 02:05 PM
Still a ways out and not a whole lot of information out there so soon after the announcement, it begs the question "What kind of persistence will your Battlemech actually have?" Will it be something like once you purchase your mech chassy it's yours forever ala BT:3025? After combat will you have to shell out the C-Bills to replace armor, weapons, components and limbs? Would ejecting before total mech destruction safe your precious and expensive machine to fight another day?
Personally I would love to see some sort of persistence with the mechs that might make it to where if you have retrofitted your Battlemech, you have more reason not to carelessly through yourself at the enemy. Time sinks into upgrading and things of that nature. What kind of persistence, if any, would everyone here like to see in this one?
Ideas, thoughts and opinions welcome
#2
Posted 01 November 2011 - 02:11 PM
#3
Posted 01 November 2011 - 02:53 PM
To make a familiar mech more valuable, you could have 2 ratings for characters:
Overall experience, which makes them better at all mechs
and
Mech specific experience, which improves your abilities in a specific mech the more you use it.
Retrofitting would reduce that experience (slightly), since you need to learn the new configurations and the like, and each configuration would have it's own experience level. So if you swap out your PPC for a SRM, it would take a bit for you to get the hang of the new weapon. But if you traded it for a Large laser, the negative impact would be smaller for the reduced difference in weapons.
Damage should take time to repair, depending on the severity. Mechs would be repaired and rearmed for free, but take time. Paying can speed it up, but it still takes time to get a mech back into combat.
In terms of ejecting, it should be to prevent you from dying rather than saving your mech. If you eject, it really should be only if the mech is almost completely destroyed (in the tabletop, pilots could die when ejecting). It should have a benefit, but preserve the character's experience instead of the mech's integrity.
#4
Posted 01 November 2011 - 02:58 PM
#5
Posted 01 November 2011 - 03:12 PM
That said, I don't want a total lack of persistence either. I don't want a scenario where the team that's winning feels they can just recklessly throw themselves at the remainder of the enemy because all their damage will be restored after the match ends anyway.
Maybe a good idea would be some sort of "loaner 'mechs" that you had to use if yours was destroyed that are slightly below the capabilities of the standard mechs. You'd have to pilot a loaner until you saved up enough C-Bills to repair/re-purchase your actual 'mech.
#6
Posted 01 November 2011 - 03:14 PM
#7
Posted 01 November 2011 - 03:33 PM
#8
Posted 01 November 2011 - 03:37 PM
UncleKulikov, on 01 November 2011 - 02:53 PM, said:
To make a familiar mech more valuable, you could have 2 ratings for characters:
Overall experience, which makes them better at all mechs
and
Mech specific experience, which improves your abilities in a specific mech the more you use it.
Retrofitting would reduce that experience (slightly), since you need to learn the new configurations and the like, and each configuration would have it's own experience level. So if you swap out your PPC for a SRM, it would take a bit for you to get the hang of the new weapon. But if you traded it for a Large laser, the negative impact would be smaller for the reduced difference in weapons.
Damage should take time to repair, depending on the severity. Mechs would be repaired and rearmed for free, but take time. Paying can speed it up, but it still takes time to get a mech back into combat.
In terms of ejecting, it should be to prevent you from dying rather than saving your mech. If you eject, it really should be only if the mech is almost completely destroyed (in the tabletop, pilots could die when ejecting). It should have a benefit, but preserve the character's experience instead of the mech's integrity.
I like this. As long as a mech can't be completely destroyed.
#9
Posted 01 November 2011 - 03:44 PM
venkman, on 01 November 2011 - 03:12 PM, said:
Ya...we're playing a game here people
I want some type of persistence but at the same time I want to jump in my mech and play the game whenever I want.
#10
Posted 01 November 2011 - 03:54 PM
Blown to pieces? That's ok, you can still play with your friends. Lose your fancy arm cannon by waving it in the face of that atlas? That's gonna cost ya.
#11
Posted 01 November 2011 - 03:57 PM
RaginCajun, on 01 November 2011 - 03:54 PM, said:
Blown to pieces? That's ok, you can still play with your friends. Lose your fancy arm cannon by waving it in the face of that atlas? That's gonna cost ya.
That would suit me fine.
#12
Posted 01 November 2011 - 03:58 PM
Then in the garage, you buy ammo to replace what you used, and you repair your burning slag of a tank for credits. If you don't want that tank anymore, you sell it and get some of the tank's worth in credits.
#13
Posted 01 November 2011 - 04:00 PM
I mean, if you give EVERYONE the choice, they're more likely than not going to be going Atlas, Atlas, Atlas all the way.
If we end up following the classic battletech spread of 30% Light, 40% Medium, 20% Heavy, and 10% assault, there will be a much better balance in the game. Couple that with faction 'mech tables and things will get interesting.
Of course, given the off chance you can salvage a mech, you could exchange or sell the existing one, but what better way to appreciate all the 'mech classes and types by making it random?
Plop the old Assaults-are-king mentality guy in an Assassin or Spider to have him change up his game. Granted that MWO keeps true to it's word and "Bigger" isn't automatically "Better" as with MW2-through-4, it will be good.
#14
Posted 01 November 2011 - 04:20 PM
As for persistence, a stock mech of your choice should always be available because some people will not have the time to earn the credits needed to constantly buy back a destroyed mech.
#15
Posted 01 November 2011 - 04:35 PM
Limiting the number of missions/contracts you can run in a 24hour period , the types of contracts , how quickly your mechs get repaired , wether or not you have the ability to configure your mech , etc etc ..
That being said I'd love to see a deep salvaging system as well as a robust mission/contract system.
Persistent damage would be nice . Losing most of your cash on a highly configed mech might relegate you to boring Patrol or Garrison missions for the military for awhile ....
#16
Posted 01 November 2011 - 04:52 PM
#17
Posted 01 November 2011 - 04:55 PM
Edited by vahz, 01 November 2011 - 04:55 PM.
#18
Posted 01 November 2011 - 04:58 PM
#19
Posted 01 November 2011 - 05:04 PM
#20
Posted 01 November 2011 - 05:05 PM
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