

Start-up investment in C-bills (mech and modifications/upgrades)!
#121
Posted 17 April 2012 - 09:36 AM
Likening the way we could start to WoT missed the vital element, that in WoT everyone starts with a light tank, tier 1 in all countries.
So unless you paid for you wallet warrior tanks, you start low and work your way up.
I kinda wish they had followed a similar model to the old MPBT 3025 start up, which like WoT, meant EVERYONE had to start in a light. In this case a COM-2D.
In doing this, the field was level, regardless of skill, and you played as much as you wanted in order to gain the next mech, which could only be unlocked when you had attained enough EXP as well as C-Bills.
As an idea for now, as you gain ranks, so it unlocks the next 10T of mech available for instance. Everyone starts as a Private, and goes through till you hit the top rank in your chosen house.
This worked well in that some of the planets, as part of the planetary capture side of things, could only be attacked by forces of where up to a certain class. Light, Medium, Heavy, and Assault IIRC. It worked because it limited for a time, what worlds could be taken.
I'd hope that by allowing everyone to start in any mech they want, as stated by someone else, they will limit it to a range of mechs, although that may be counter productive at the end really. OR the start as it will rightly be.
I've chosen No because while some are going to be bad players, some are going to be good right off the bat, so at least trying to handicap them a little would make it fairer for all IMO.
However if it where to work along the lines as you've suggested OP, I think like a lot have already, going for a light to medium would be a great idea.
So as my fave mech of 45t isn't here, its Centurion for me.
#122
Posted 17 April 2012 - 10:48 AM
Lets face facts in that in some maps will most likely be dominated by different chassis or varients do to lines of fire, need for jumpjets, ect. On some maps speed can even be a disadvantage, same with weapon ranges. I want the option of have the mech ready to go without hitting the mechlab to swap weapons around. Also if the mechlab has any cost at all to modify a mech,(which it should!) in the long run it will save me money.
So If the above is at similar to how it will work then for me then I would purchase some combo below if possible with most of the upgrades being to armor/speed/electronics, even at the cost of some firepower. Always saving enough to fully repair a fully destroyed chassis.
3 light mechs/ varients with some minor upgrades
2 hunchback varients with some minor upgrades, (maybe a centurion or jenner too)
Dragon and a jenner/other light mech with some upgrades.
I have little desire to play the heavier heavy mechs or any assault mech released so far. Just not my style. More power to you if it is what you want, if your on my team I will work with you and your mech choice to meet the terms of the contract/TOP.
Also remember that the devs have said multiple times that if your mech is destroyed totally you can still repair enough to have it function for another match. The IF there is a big thing in my mind, I could be wrong but to me it sounds like some contracts that could be won without a single mech destroyed on the field at all (though its not likely someone won't get wrecked). If your goal is to capture x bases or destroy x com stations/ammo dumps ect. for a win then destroying all of the other teams mechs will not be the priority. This also fits into role warfare very well as you would hold back defense powerhouses like Atlas's to protect your assets while sending out scouts and offensive elements to take the priority targets out and slow down the assaulting forces.
#123
Posted 17 April 2012 - 02:01 PM
that way no one player starts the game with a massive advantage over another (unless they paid for the privelidge of getting something advanced early) and people can try out different styles before commiting. this allows for preferences to be found early on.
basically my preference would incorporate elements of many of the posts already here , all fine ideas in their own right but could work wonders if infused together.
#124
Posted 17 April 2012 - 02:11 PM
I would love to start out in a Medium 'Mech (preferably with Jump Jets PRZ PGI!!). I feel it is a great way to start because it provides a balanced start (some speed, some punch, armor to make mistakes in) and then you have lots of cash leftover to go from there and cover your weak spots.
I'm only a little worried about a starting model such as this because to a noob, they have no idea what's going on haha. So we'll just have to wait and see what system PGI comes up with

#125
Posted 17 April 2012 - 02:23 PM
Zynk, on 16 April 2012 - 04:12 PM, said:
What type of Mech you get depends on House and % roll chance.
20% Light Mech / 40% Med Mech / 35% Heavy Mech / 5% Assault Mech.
JadeTimberwolf, on 16 April 2012 - 05:59 PM, said:
I could see this working as well but I would modify it, instead of the % roll determining weight class the options a player picks should determine weight class and then the % roll determines which Mech in that class they get. In that sense it more closely resembles the 3rd edition Mechwarrior Paper and Pencil RPG where your characters were built on a priority basis and one of those priorities was Mech Weight Class and from there you rolled to see what Mech in that class you got.
I like the idea of picking the weight class of mech and getting a roll based on the house/weight of mech.
Also the lighter the mech you pick the more credits you get for upgrades.
If you pick 20 mech you would get enough credits to refit everything and a 100 ton mech would not get enough credits for a cup holder.
#126
Posted 17 April 2012 - 02:23 PM
#127
Posted 17 April 2012 - 02:51 PM
SweeperGroup, on 17 April 2012 - 02:23 PM, said:
I don't see that approach being realistic to the canon nor the feel of Battletech. In the tabletop(Battletech not the Clix) you generally play at a set weight limit what mechs you put in that limit are up to you, for example you would set the tonnage of a battle to 200 tons one player decides to run 2 30 ton mechs a 65 and a 75 while the other breaks his unit up to a 100 ton a 50 ton a 30 ton and a 20 ton. As for tonnage it is perfectly balanced, the misbalance comes in the tactics and skill involved with the game if one player has more skill that player has a skill advantage and it becomes double so if that same player utilizes better tactics.
I do however like Darkener's idea.
#128
Posted 17 April 2012 - 02:57 PM
#129
Posted 17 April 2012 - 03:55 PM
#130
Posted 17 April 2012 - 09:10 PM
chewie, on 17 April 2012 - 09:36 AM, said:
As an idea for now, as you gain ranks, so it unlocks the next 10T of mech available for instance. Everyone starts as a Private, and goes through till you hit the top rank in your chosen house.
This worked well in that some of the planets, as part of the planetary capture side of things, could only be attacked by forces of where up to a certain class. Light, Medium, Heavy, and Assault IIRC. It worked because it limited for a time, what worlds could be taken.
I'd hope that by allowing everyone to start in any mech they want, as stated by someone else, they will limit it to a range of mechs, although that may be counter productive at the end really. OR the start as it will rightly be.
I've chosen No because while some are going to be bad players, some are going to be good right off the bat, so at least trying to handicap them a little would make it fairer for all IMO.
heres the thing the tactics you NEED as a scout do NOT translate into the medium mechs. the tactics you NEED in a medium do not translate into HEAVY and so on up the chain with the bare exception being the 85+ ton mechs, but iirc those are assault anyway.
let the bad players learn on what ever mech they want and let the good players rock the field right out of the gate. It would be kinda like saying to Corporal of Horse (CoH) Craig Harrison who made a staggering 2475meter or 2707yard kill shot in afghanistan in 2009, we KNOW you can kill at a staggering range, BUT, instead of letting you use your L115A3 Long Range Rifle firing the .338 Lapua Magnum LockBase B408 bullets we are going to make you use a M24 Rifle using ONLY 7.62x51mm NATO standard rifle rounds because we dont want the rest of your unit getting jealous of your mad skills. No. Let each player use what he or she excells in right out of the gate if it was available to the game universe in 3049 and get ready for the fight to follow.
#131
Posted 17 April 2012 - 09:18 PM
Rejarial Galatan, on 17 April 2012 - 09:10 PM, said:
let the bad players learn on what ever mech they want and let the good players rock the field right out of the gate. It would be kinda like saying to Corporal of Horse (CoH) Craig Harrison who made a staggering 2475meter or 2707yard kill shot in afghanistan in 2009, we KNOW you can kill at a staggering range, BUT, instead of letting you use your L115A3 Long Range Rifle firing the .338 Lapua Magnum LockBase B408 bullets we are going to make you use a M24 Rifle using ONLY 7.62x51mm NATO standard rifle rounds because we dont want the rest of your unit getting jealous of your mad skills. No. Let each player use what he or she excells in right out of the gate if it was available to the game universe in 3049 and get ready for the fight to follow.
Beautiful comprison. BTW 80+ is assault class
Edited by JadeTimberwolf, 17 April 2012 - 09:18 PM.
#132
Posted 17 April 2012 - 09:32 PM
on a side note, its how I honestly feel. I mean come on, we will have role warfare. Uh if I read what they said right, it means we will NEED pilots in scouts, mediums, heavies and assaults right out of the gate yes? so, ya, let the player pick his ride and start his learnin curve from there.
thought I was right on the 80+ ton mechs XD
#133
Posted 17 April 2012 - 09:34 PM
Oh please do let them.. oh please do Clarice.

#134
Posted 17 April 2012 - 09:43 PM
#135
Posted 18 April 2012 - 04:31 AM
I'd rather see a limited number of choices for mechs, but much more money for different weapons systems.
Also I have no idea how your going to do salvage. But I had an idea, what if your % chance of finding usefull salvage was doubled for any mech you damaged?
Then those who hide in a random battle and come out to salvage after would get much less than those who did the damage.
#136
Posted 18 April 2012 - 04:58 AM
Edited by Sarriss, 18 April 2012 - 04:59 AM.
#137
Posted 19 May 2012 - 08:12 AM

#138
Posted 19 May 2012 - 08:38 AM
Give people a choice of 4 mechs, make them run stock for a bit.Give them enough for repairs for 5-10 losses because we all will suck initially.
#139
Posted 19 May 2012 - 08:58 AM
http://mwomercs.com/...deo/dPoqjslGcO0
Naturally, a lot of things can change quite a bit until the game release, but at least this is how it looks at present. Affording a heavy or assault mech right away is a greater responsibility and more of a financial risk for every new player as more armour and firepower will have to be financed. However, more damage can be dealt with those mech weight classes by comparison, resulting most likely in more C-bills at the end of each battle ... I reckon that it will be balanced overall and that each player will have to find its own role ... what suits her/him best (some people may make more bucks and XP in recon mission, while others might do better financially and in-game experience-wise in melee, support or command positions during a battle). Moreover, the configuration of heavy and especially assault mechs will be less flexible with regard to the mech lab at the beginning and that will also give those in less powerful mechs a chance to develop their combat tactics and succeed at the beginning.
Edited by Zhanna Kerensky, 19 May 2012 - 09:05 AM.
#140
Posted 19 May 2012 - 09:06 AM
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