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Mech And Variant Diversity – Or Lack Thereof


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#21 Asmudius Heng

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Posted 12 November 2012 - 12:38 AM

View PostMustrumRidcully, on 11 November 2012 - 03:31 AM, said:

I particularly like the idea of having Mech Efficiencies that boost the designated role of a mech.

Say, a Mech Efficiency that increases the range of ECM or whatever ECM will do (maybe it can even reduce its weight?), or a mech efficiency that gives the Hunchback 4G, say 20 % damage reduction in its "hunch", the 4SP +20 % Missile Speed, the 4P +10 % heat reduction for energy weapons mounted in his hunch, the 4J cheaper Artemis or some such, or 360° torso twist for the Catapult.


As long as it does not take too long to have a mech that feel more unique compared to another in its weight class or even against its other variants.

Personally I think any sort of tree efficiencies should not all be able to be chosen either. So that you turn on or off certain efficiencies or skills more like the module slots but you have nmroe of them to play with so you can customise the quirks so to speak - as long as those quirks are in line with the chaarcter of the mech and its general role.

View PostElizander, on 11 November 2012 - 04:17 AM, said:

They are considering making a pass at changing each mech's traits like twist speed, twist angle, acceleration, etc. Perhaps it will be more diverse after that.


Thank god ... when! If anyone has a post to link to that would be awesome ^_^

#22 MustrumRidcully

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Posted 12 November 2012 - 01:37 PM

I think I would also prefer mech efficiencies as modules. Maybe kept in a seperate category from the pilot/role skills. This means more build choices for every match. At some ponit, barring a XP/skill cap, you will have every skill available to you - and still having something to tinker with then will keep things more interesting.

#23 Nik Kerensky

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Posted 12 November 2012 - 01:59 PM

I think this thread needs to be stickied.

This is a CRUCIAL issue.

Giving each mech a distinct, unique personality through chassis and variant functional differences is the only thing that will keep this game running in the long term.

Without this, a lot of mechs and variants are pretty much the same, just different 'skins' in terms of appearance.

I truly hope the devs take this onboard as a 'must have' rather than a 'nice to have', as it will certainly be the difference between keeping people interested in the concept of customizing your mech and enjoying each machine as truly unique in its weight class....or people getting bored realising there is no real variety in mechs.

#24 Corvus Antaka

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Posted 12 November 2012 - 02:02 PM

I think we need hardpoint sizes inline with the critical size of the weapons. 2 gauss rifles in machine gun ports is lame imho.

#25 Asmudius Heng

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Posted 12 November 2012 - 04:48 PM

View PostNik Kerensky, on 12 November 2012 - 01:59 PM, said:

I think this thread needs to be stickied.

This is a CRUCIAL issue.

Giving each mech a distinct, unique personality through chassis and variant functional differences is the only thing that will keep this game running in the long term.

Without this, a lot of mechs and variants are pretty much the same, just different 'skins' in terms of appearance.

I truly hope the devs take this onboard as a 'must have' rather than a 'nice to have', as it will certainly be the difference between keeping people interested in the concept of customizing your mech and enjoying each machine as truly unique in its weight class....or people getting bored realising there is no real variety in mechs.


I would just like to see it addressed in a QA or ask the devs or soem sort of announcement that it is on the roadmap.

I am patient and will wait for changes, but I really worry they are not even thinking about this to the depth it needs.





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