The Mech XP System is Uninteresting
#41
Posted 01 November 2012 - 11:19 AM
#42
Posted 01 November 2012 - 11:28 AM
#43
Posted 01 November 2012 - 11:31 AM
#44
Posted 01 November 2012 - 11:35 AM
It shouldn't be chassis-based, but weight class-based. Playing more different chassis or versions in the weight gap should, after getting enough XP, enable unique perks that would apply to the whole weight class, not single chassis. Also, the perk choices should offer 4-5 options with the ability to pick only one or two at max, to force the player to choose what does he want to specialise in.
#45
Posted 01 November 2012 - 01:52 PM
Quote
it could be both. For example:
1) Allow players to level up any mech they want from basic to master without having to play any other variant of that mech.
2) If players master another mech of the same variant or weight class, all their mastered mechs get a cumulative "synergy" bonus based on how many total mechs theyve mastered. Mastering mechs of the same variant might give a +10% bonus while mechs of the same weight class might only give +5%.
That makes mastering other variants optional instead of required... but it still rewards you for doing it.
Edited by Khobai, 01 November 2012 - 01:58 PM.
#46
Posted 01 November 2012 - 01:57 PM
#47
Posted 01 November 2012 - 01:59 PM
Until then, it is a bit of progression besides accumulating CB and adds incentive to try different variants.
#48
Posted 01 November 2012 - 11:37 PM
Khobai, on 01 November 2012 - 01:52 PM, said:
it could be both. For example:
1) Allow players to level up any mech they want from basic to master without having to play any other variant of that mech.
2) If players master another mech of the same variant or weight class, all their mastered mechs get a cumulative "synergy" bonus based on how many total mechs theyve mastered. Mastering mechs of the same variant might give a +10% bonus while mechs of the same weight class might only give +5%.
That makes mastering other variants optional instead of required... but it still rewards you for doing it.
No, its still required in your proposal. Anything less than maxed out means you are running at a disadvantage compared to someone who is. Thats exactly the same system as now, you've just shifted where the bonuses come from.
#49
Posted 02 November 2012 - 12:05 AM
#50
Posted 02 November 2012 - 12:12 AM
#51
Posted 02 November 2012 - 12:54 AM
#52
Posted 02 November 2012 - 01:19 AM
The mech xp system is very boring as **** and actually I'd rather see it removed or totally revamped for the good reason the OP mentionned:
The fact you have to farm iwht multiple variants in order to max out one of your mech. That's terribly boring and time consuming for nothing.
#53
Posted 02 November 2012 - 01:19 AM
#54
Posted 02 November 2012 - 01:28 AM
I could see the Mech XP system getting more interesting when Mech Efficiencies were also modules you could install on a mech, and you also were limited in how many you could install.
In addition, different mechs may have unique efficiencies only available to them (or their class). The "Quirks" system the devs have talked about, but used as part of character advancement, could liven things up a bit.
Since we only have one character/pilot, I don't think it would work well to limit how many efficiencies you could learn - but at least limiting what you can equip at once may be meaningful. And as you progress, grant some more options on how you do so may be nice as well. As it is, you have to fill all the lower tier mech efficiency boxes to get to the next level. Giving us the option to take just a subset of them (or a minimum number of ranks per efficiency, e.g. efficiencies not just being a binary thing) to unlock the next tier could at least offer some choices before you maxed out - you can try to "race" to the top, or you can try to cover all bases. Or a mix.
Edited by MustrumRidcully, 02 November 2012 - 01:32 AM.
#55
Posted 02 November 2012 - 03:33 AM
#56
Posted 02 November 2012 - 03:56 AM
MustrumRidcully, on 02 November 2012 - 01:28 AM, said:
Well, the mech XP system does grant a module slot for master, so it is somewhat related. The module costs aren't as big a deal as the price of that first mech though. If PGI wants to keep a cbill grind modules are better for it than purchasing your first mech.
Expect a thread in 12-14 hours with my proposed alternate system.
#57
Posted 02 November 2012 - 04:25 AM
Quote
Its nothing like the current system. The current system forces you to play other variants to get master. You wouldnt have to play other variant to get master under my proposal... playing other variants goes from being punitive to being a bonus. Which is a huge difference.
#58
Posted 02 November 2012 - 05:08 PM
Khobai, on 02 November 2012 - 04:25 AM, said:
Its nothing like the current system. The current system forces you to play other variants to get master. You wouldnt have to play other variant to get master under my proposal... playing other variants goes from being punitive to being a bonus. Which is a huge difference.
If you want all the bonuses you are still forced to play other variants. All you did was rename some stuff, the maths is exactly the same.
Here is my proposal for an improved system. So much TLDR but a complex system requires words.
http://mwomercs.com/...mech-xp-system/
#59
Posted 02 November 2012 - 05:11 PM
As an old-timer from 3065, i remember have to grind for weeks or months to trade in your Crusader for something like an Awesome. If the gameplay is fun, no one minds the grind.
#60
Posted 02 November 2012 - 05:11 PM
Id far perfer to see a system where you have overarching "assault" type options, "scout" types not bonuses based solely on chassis.
and dont give me "well in the lore mechwarriors..." line either. They dont give two ******* about lore and are showing it with 1.4 DHS
Edited by Mechwarrior Buddah, 02 November 2012 - 05:15 PM.
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