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Extended Weapons


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#1 990Dreams

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Posted 13 April 2012 - 04:19 AM

Another thought from yours truly! What if, we could pay C-Bills to make our Mechs tonnage go up??? Kidding :) . What if wee could pay C-Bills to increase the range of a weapon (maybe not missile/ballistic, but lasers)? It would obviously increase the tonnage. Heck, with missiles, you could pay to upgrade the propulsion system, but couldn't get it to go too far. And, obviously, it would make you pay 1 percent of the ER lasers price difference. Basiclly, you can upgrade it by 1% of the range of the ER version of the weapon. Make sense?

#2 ASC

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Posted 13 April 2012 - 05:11 AM

eh? i don't think upgrading a specific piece of equipment works, both conceptually and in game mechanics terms.

Though i wouldn't mind seeing minor variations to a weapon based of manucaturer eg. heat/range/damage/firerate +/-10% all balanced so none could be said to be outright better then the others. I doubt we'd see this being implemented yet, but it could be done.

#3 Mechteric

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Posted 13 April 2012 - 05:36 AM

I think this is what the modules are going to be for, so probably no need to do this on a per weapon system basis.

#4 Kenyon Burguess

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Posted 13 April 2012 - 09:11 AM

im not keen on upgrades like that. if its handled by modules, then fine. but honestly i would hope that my selection of upgrades via that system would be better than what i could get thru straightup purchase of an ER laser

#5 990Dreams

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Posted 13 April 2012 - 10:21 AM

Sorry for the ignorance, modules? Do you mean pre-built ER tech, certain tech that is specially designed, or specifically chosen tech (ex, only PPCs)?

#6 Jonas

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Posted 13 April 2012 - 12:42 PM

I doubt that you can pay to have a weapons range increased. In the TT game I did play off the lore a bit. Like the Axmans AC/20 had jamming issues or that the Shadowhawk AC/5 used a 3 round casset style magazine. So in the game I have some have to do a roll and see if the A/C 20 jammed, I did all kinds of things like that. Seemed to add more realism to our games

#7 Felix Dante

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Posted 13 April 2012 - 12:53 PM

I could see a module that might add a small set percentage of range or damage improvement to all energy weapons on a mech, but with a comparable cost of extra heat too... :o

Although it would fall very short of the future ER versions of weapons. ;)

#8 Aegis Kleais

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Posted 13 April 2012 - 01:01 PM

Variances like 1% really don't make a huge impact on the game. There was talk of different MFG's and each MFG's weapon has different pro/con, but most of the time, certain aspects of a weapon such as "damage" or "heat generated" seem to the principle ones people buy into, making the concept kind of futile.

#9 wwiiogre

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Posted 13 April 2012 - 02:16 PM

During 3039 and around that time some of the lost tech was coming out as prototypes and had problems like jamming on the ultras or lbx cannons or extra heat from the ER or Pulse lasers as well as jamming on the Gauss rifles. Double Heat sinks only outside the engine and taking up three criticals. Etc. etc. This would not be a bad thing to get some experimental weapons but knowing they have faults like extra random heat when fired, possible to jam, etc. I have played with this on the table top and mostly it works out fine, mostly. But you were paying 7 times the value of the normal and not really getting much or very rarely getting much difference. But the surprise look on the enemies face when Alpha'd your Awesome three times in a row and still weren't showing hot. Or when that Rifleman had two er large lasers, two ultra ac 5's and double heat sinks and an xl engine and endo steel. Made it nasty beyond belief and he had chewed you up so bad you didn't know what happened but then his AC'5s jammed and his random roll for heat from his erlargelasers spiked him into shutdown. But hey that was the fun of playing with prototype weapons. Cost more might work well most of the time. Could even see this as a mission for a house, go battle test some of this gear for us.

chris

oh left out er ppc's as experimental as well as the experimental xl engines, ferro armor and endo structure, each taking up more crits than normal or weighing a bit more than the finished product. So not quite as good as lostech but getting there.

chris

Edited by wwiiogre, 13 April 2012 - 02:18 PM.


#10 Dirk Le Daring

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Posted 13 April 2012 - 02:36 PM

View PostDavidHurricane, on 13 April 2012 - 04:19 AM, said:

Another thought from yours truly! What if, we could pay C-Bills to make our Mechs tonnage go up??? Kidding :blink: . What if wee could pay C-Bills to increase the range of a weapon (maybe not missile/ballistic, but lasers)? It would obviously increase the tonnage. Heck, with missiles, you could pay to upgrade the propulsion system, but couldn't get it to go too far. And, obviously, it would make you pay 1 percent of the ER lasers price difference. Basiclly, you can upgrade it by 1% of the range of the ER version of the weapon. Make sense?

If I read this correctly. Pay for extra range on a laser ? That would equate to a tactical advantage, and as such will not happen, which I am happy about. :o

View PostDavidHurricane, on 13 April 2012 - 10:21 AM, said:

Sorry for the ignorance, modules? Do you mean pre-built ER tech, certain tech that is specially designed, or specifically chosen tech (ex, only PPCs)?

Have a look at this...http://mwomercs.com/...mation-warfare/

There is a lot to look at besides this, but it should lead you to many answers. ;)

#11 990Dreams

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Posted 13 April 2012 - 04:51 PM

View PostDirk Le Daring, on 13 April 2012 - 02:36 PM, said:

If I read this correctly. Pay for extra range on a laser ? That would equate to a tactical advantage, and as such will not happen, which I am happy about. :o


Have a look at this...http://mwomercs.com/...mation-warfare/

There is a lot to look at besides this, but it should lead you to many answers. ;)


Thanks. YESSSSS MODULES SOUND AWESOME!

#12 Dirk Le Daring

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Posted 13 April 2012 - 04:53 PM

View PostDavidHurricane, on 13 April 2012 - 04:51 PM, said:


Thanks. YESSSSS MODULES SOUND AWESOME!

Most welcome :o

#13 Yeach

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Posted 13 April 2012 - 04:57 PM

what about ER Autocannons?

Lasers get them ER Lasers
and Missiles get them ie ELRMs.

#14 990Dreams

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Posted 16 April 2012 - 12:03 PM

View PostAegis Kleais™, on 13 April 2012 - 01:01 PM, said:

Variances like 1% really don't make a huge impact on the game. There was talk of different MFG's and each MFG's weapon has different pro/con, but most of the time, certain aspects of a weapon such as "damage" or "heat generated" seem to the principle ones people buy into, making the concept kind of futile.



What about fifty? Not ER, but half way between. That was the idea





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