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Ecm (Electronics), Xl Engines, Jumpjets, Avaliable As Upgrades?


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#1 Slater01

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Posted 14 December 2012 - 04:12 PM

Just a random thought as there seems little logic - other than the cannon & timeline logic, as to which mechs or varients get electronics, larger engines, and jumpjets. Why not make these lost tech type items an Upgrade in addition to their current costs?

I would just, really like to see a ryme or reason as to why some varients can have this or that. I understand that as tech gets better than so do the newer varients. It would just be nice to see, that if i was to buy a new mech with jumpjets, this mech varient had to pay for it somehow - credits, critical slots, tonnage, anything other than 1 ton.

The same for engine size restrictions - shouldn't engine size restriction be based on mech size (i think thats the way u had it in the start). But lets say you do want your Jenner or Cicadia to go 140kph, then there should be a cost accoated with that. Whats the difference in game mechanics between a Jenner and Raven? So why can't most of the raven varients go 140kph?

As for electronics - this would be a good way to restrict ECM, but also allow players to use it on what ever mech they wanted, at a cost. I think ectronics are great and can really make or break the game. But there should be a cost agian associated with them. Perhaps have different or tiered electronic upgrades, with ECM and perhaps Command being their own upgrades.

Finally for cost - I think critical slots are the most valuble item any mech has. Perhaps PGI could alter the original upgrade mechanics, to make bonus or newer tech items as Upgrades.

Now when the clan tech roles in, I have now idea, but by then maybe some items should be obsolete (ie IS Large Lasers).

#2 Slater01

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Posted 19 December 2012 - 04:18 PM

What do you guys think???

Must not be all that bad of an idea, if no one replies. hmmm

#3 Alfred VonGunn

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Posted 19 December 2012 - 06:17 PM

No thanks.. We had it months ago where any mech could have any engine.. It completely unbalanced the game.. Hunchbacks were runining 120kph+ Commandos 200+, No thanks for wide open customizations

#4 FrostCollar

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Posted 19 December 2012 - 08:11 PM

View PostSlater01, on 14 December 2012 - 04:12 PM, said:

Whats the difference in game mechanics between a Jenner and Raven? So why can't most of the raven varients (sic) go 140kph?

The fact is, the Raven isn't built for the same things as the Jenner. From Sarna:

Quote

The Raven's job is first and foremost to provide electronic warfare and countermeasure support to other units; any mission in which the 'Mech is forced into a combat role is seen as a failure.

Jenner

Quote

The Jenner's primarily laser armament and phenomenal speed helped to make the the 'Mechextremely well suited as a guerrilla fighter.

As you can see, those two mechs are designed for different combat purposes. Though I do not agree with the engine restrictions on the Raven 2X and 4X, in general I must reaffirm that different mechs having dissimilar abilities makes for a better game. This is the same for ECM. Say what you will about implementation, giving it to all mechs would be a bad idea.

Anyways, critical slots are not always the most valuable resource. Due to weight restrictions, lighter mechs often have more critical slots than they know what to do with. This is why upgrades like endo steel are especially effective for them.

Upgrades cost cbills. Items cost cbills. If you want ECM to cost more, for example, you can suggest just increasing the cost. Ultimately, calling different systems like Endo Steel or Artemis "upgrades" is misleading. They're sidegrades that have their own purposes but are not always superior options. Overall, I'm not sure what you're proposing here.Are you suggesting that all mechs be given access to all engines, jump jets, and electronics, just that they have to pay a bit more for the ability?

Edited by FrostCollar, 19 December 2012 - 08:12 PM.


#5 Slater01

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Posted 20 December 2012 - 10:29 AM

I think what I'm trying to say is that if you wanted your mech variant to be specialized (ie a good scout(Raven), or good harasser(Jenner)) then you should only have enough critical slots to build one or the other, not both, as would have been the case if the Jenner D had ECM.

Think of it like the way it is right now with regards to adding Upgrades, Quite often people have to make tough desicion to add DHS, or to add Artimis or not, as there is only so much room. What if you had to make those kind decissions; to increase your engine size capacity, to add a command console, BAP, ECM.

Now for mechs that already have these items, you'll notice that you can't do much more with them as there's no more room. Kind of like with the Awsome 9M. At least this way we can all see why such and such varient has the items it comes with. Imagine buying a Jenner D, right off the shelf, right away you would have 2 upgrades that make it different, Increased Engine Cap, and JJ. And you would also notice that because it comew with these upgrades theres less modification options as there's very few slots left on your mech. Same for the Raven 3X? You would notice off the shelf that all the electronics have taken up all the dynamic slots.

As for JJ, I agree they shouldn't be available for all, but if they took up extra slots on the varient that they come with, I think that would be balanced.

Edited by Slater01, 20 December 2012 - 10:37 AM.


#6 ICEFANG13

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Posted 20 December 2012 - 06:48 PM

The RVN-3L moving the speed of the Jenner (2.5 slower with speed tweak, 2.3 less without) makes the Jenner-D/K worthless. It IS the scout, harasser, striker, everything.

If this would balance Jump Jets and ECM and make them take slots and make it worth the slots it takes, I'm all for it! Balance is good!

Edited by ICEFANG13, 20 December 2012 - 06:49 PM.


#7 Slater01

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Posted 20 December 2012 - 10:50 PM

Ice, thanks
The Raven 3L would probably not be able to move as fast as then Jenners, as it would already have used up all its slots, since it comes pretty stacked to begin with.

As for Streaks and Missile Locks, I think friendly mechs in an ECM disruption, wouldn't be able to obtain missile locks due to the ECM "disrupting the signals".
This would eliminate streak boats being deadly.

#8 ICEFANG13

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Posted 20 December 2012 - 10:54 PM

I would love a lot of different fixes, but apparently ECM is working as intended :)

I want ECM to live and be good, just not this game breaking.

Edited by ICEFANG13, 20 December 2012 - 11:01 PM.






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