

The Mech XP System is Uninteresting
#61
Posted 02 November 2012 - 05:17 PM
You have three trees to go down, offense, defense, and mobility. You had to spend 5 points on one level in a tree to unlock the next level. So for example on the defense tree you had like, increased health or increased healing speed, each could have 5 points in it... so you could put all 5 points into increased health and move to level 2... or all 5 points into heal speed... or 3 points in one and 2 in the other... and so on. In fact if you wanted you could just put 5 points in each and skip level 2, although level 2 had mostly better abilities so... a fully leveled up mech could fill out one tree and half fill out another.
Unlike what MWO wants to do, though, the trees in Hawken gave direct combat boosts, like increased damage and health and so on. Which works fine for that game, but it would work with MWO's style of ancilery bonuses only (heat dissipation rotation speed, etc...)
Its the fairly standard system used in most games with progression. WOW, Global Agenda, whatever... I think there's no reason to reinvent the wheel. Its a fine system. Even if the mechs didn't have three trees, even a single tree to go down would be better then what we have now.
#62
Posted 02 November 2012 - 05:52 PM
CobraFive, on 02 November 2012 - 05:17 PM, said:
Its the fairly standard system used in most games with progression. WOW, Global Agenda, whatever... I think there's no reason to reinvent the wheel. Its a fine system. Even if the mechs didn't have three trees, even a single tree to go down would be better then what we have now.
Its actually a rather poor system which is why WoW no longer uses it. Two trees with five things each is less possible builds than just having ten options. I addition trees usually put the best thing at the bottom so two trees with five things each is actually two viable builds.
Its a lot of dev time that is wasted because the cookie cutter build is determined so quickly. Those Hawken trees will be mathhammered within a week of open beta and most possible builds will be shown to be aweful.
#63
Posted 02 November 2012 - 06:04 PM
Zultor, on 01 November 2012 - 11:06 AM, said:
Actually, they can.
Just because they said no resets, doesn't mean they won't/can't give them out. Especially if they've come out and said that the current system is just a place holder.
All they'd have to do is, once they settle on an idea, just issue a "respec" to everyone so that they can rebuy from the new lists . . .
WoW does it and I think any other game that has "specialization trees" do it when/if they revamp the system along the way.
#64
Posted 02 November 2012 - 06:25 PM
#65
Posted 02 November 2012 - 06:38 PM
#66
Posted 03 November 2012 - 04:33 AM
Omegaspecter, on 02 November 2012 - 06:38 PM, said:
You should find that the ssolution I'm proposing suits your taste then.
http://mwomercs.com/...mech-xp-system/
#67
Posted 05 November 2012 - 09:48 PM
#68
Posted 09 November 2012 - 05:17 PM
I don't like any system that once you unlock everything you are done and you never touch on that aspect of gameplay again.
They are planning to continue to release mechs and varients, yet I think a more economical solution is likely possible.
One idea, is to not only have overall mech skills, but also ones that apply to your mech specifically. The one in your garage.
This is not a perfect idea as the mech in your garage already has a lot of tweaking options, and it may be redundant. Yet if you pilot THAT mech over and over learning its own unique quirks and insides and outs maybe there should be some sort of reward.
Eh I guess that would be player skill.
#70
Posted 09 November 2012 - 05:28 PM
#71
Posted 09 November 2012 - 05:38 PM
This game is incomplete, and there's still core features not in game like the meta game aspects.
I would not be entirely surprised if there's more to be had with the XP system once game development progresses further.
That being said, I'm not about stifling ideas, so keep being creative, but post "IDEAS" in the Suggestions section where the Devs will be paying more attention.
#72
Posted 09 November 2012 - 05:42 PM
I'm in 100% that mech xp could be really engaging and fun but is a bit dull in current setup.
I enjoy playing different roles, different chassis because that's fun. It's counter-intuitive to collect multiples of the same chassis to play for the elite upgrades.
I love the game and when I get online to play and have some silly fun, I kind of want to buy the newest, silliest mech.
To devs reading this, something that allows me to excel with the one Jenner I bought because after the jenner I got a hunchback... and next I'll probably go assault or get a raven

Much Love and good luck!
#74
Posted 11 November 2012 - 12:38 AM
#76
Posted 11 November 2012 - 11:35 PM
I realize there are a lot more pressing issues to deal with, but I would be happy knowing the devs were planning on re-evaluating the current system.
#77
Posted 11 November 2012 - 11:59 PM

#78
Posted 12 November 2012 - 12:17 AM

Edited by Alik Kerensky, 12 November 2012 - 12:19 AM.
#79
Posted 12 November 2012 - 12:32 AM
Mechwarrior Buddah, on 02 November 2012 - 05:11 PM, said:
Modules. The existing bonus structure is a placeholder because it gives us something to do while they wait to put in more and more modules.
#80
Posted 12 November 2012 - 12:37 AM
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