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Crow's Massive Suggestion And Feedback Thread


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#21 Sidekick

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Posted 13 January 2013 - 04:03 AM

View PostM4rtyr, on 12 January 2013 - 05:40 PM, said:



But that being said, the mech cusimization is the real way of building your character as opposed to other MMOs. *shrug*


But this really diminishes the play value of the game. You can look into the forums, pay some MCs et voila: your progression is done. MMOs need playing value, they need the players to have a reason to play.

#22 Carrioncrows

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Posted 22 January 2013 - 11:16 PM

Well as mentioned the Modules are essentially the "END GAME" and though you can convert Xp to GXP you still have to earn it. So sure people can "Buy" it, but the modules I listed above are unlocked with Mech "XP" so it's not as if they could earn it faster than mech "XP"

#23 Theobald Hauser

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Posted 23 January 2013 - 03:23 AM

I really like near everything you're proposing.

For minor changes:
- I think Actual Speed should also be a factor of M-SIG, about as important as heat-M-SIG (if you don't move at all, it's a little harder to detect you)
- ARTEMIS, being a direct sight device, should remain so
Other thoughts:
- Rare Salvage will need to be rebalanced with Clantech... That has better stats and will probably be purchaseable. And could well be a Rare Salvage too.
- I need to think more about your campaign mode to have an opinion on it. The other things are more interesting. ^^
- With so many modules, there isn't enough slots at this time, perhaps a little larger slots load or a breakdown of module slots is an idea (for example, mechs that are at this time "3 module slots" could have "2 piloting module slots and 2 weapons module slots", and the bonus slot mastery could give one of each )

And, for the advertising and cross-suggestions parts, I think that your whole idea could go greatly with things I thought of on my own
-> http://mwomercs.com/...e-design-ideas/
with little work needed (mainly with the Datachecker, that would augment M-SIG but only of ECMed mechs)
That would be a hell of a game...

Edited by Amarius, 23 January 2013 - 03:24 AM.


#24 Attalward

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Posted 23 January 2013 - 07:46 AM

Lets see if this gets a bit more visibility

#25 Theobald Hauser

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Posted 23 January 2013 - 08:57 AM

It won't. Wall-of-text-smart-suggestions-threads just disapear in the fourth page in the evening, each evening.
Under bobbleheads and quitters-penalties and streaknerfing and lights-without-streaks-whinings threads.

Edited by Amarius, 23 January 2013 - 09:51 AM.


#26 FerrolupisXIII

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Posted 23 January 2013 - 09:44 AM

Some great stuff in there, but i do have a few problems with it. the amount of XP required to get a lot of this stuff would be absolutely silly. also, there's a lot of mechs that cant even use all them. obviously the tree can get trimmed.

one suggestion: maybe skills are variant specific? like a C1 would have more missile/ LRM specific skills and the K2 would have more energy related ones? this could really help with keeping mechs in their designed roles. for example the K2 might not have access to many ballistic skills because the machine guns aren't its primary weapon system. and the C1 might not have many energy related skills because they're not the primary on it.

Also as has been said, you're suggesting so many modules that a lot of mechs wouldn't be able to use many of them. i liked the idea about maybe splitting up the modules into separate slots, would help keep people from stacking all of one module type.

#27 Theobald Hauser

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Posted 23 January 2013 - 09:54 AM

You would only buy the few ones you would have chosen, in Carrioncrows' mind, I think. ^^
And of course there are some that you can't use in a given mech. So don't buy them. And so variants are already differents. ^^

#28 Volume

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Posted 23 January 2013 - 10:30 AM

This sounds like a lot of cool stuff for a game that's not Battletech, but this is based upon Battletech.

#29 Carrioncrows

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Posted 23 January 2013 - 11:10 AM

View PostAmarius, on 23 January 2013 - 03:23 AM, said:

I really like near everything you're proposing.

For minor changes:
- I think Actual Speed should also be a factor of M-SIG, about as important as heat-M-SIG (if you don't move at all, it's a little harder to detect you)
- ARTEMIS, being a direct sight device, should remain so

Speed is a great idea on the (+ / -) of M-Sig. Nice
I'm fine with leaving Artemis to strictly LOS but I do want the effectiveness of Artemis to be enhanced against targets with Massive M-Sig which means if your mech sticks out like a beacon in the night most if not all of the missiles are going to hammer you.


View PostFerrolupisXIII, on 23 January 2013 - 09:44 AM, said:

Also as has been said, you're suggesting so many modules that a lot of mechs wouldn't be able to use many of them. i liked the idea about maybe splitting up the modules into separate slots, would help keep people from stacking all of one module type.


This would be an advanced tree for mech "XP" not pilot XP. And yes the modules are many and the functionality is in question on some mechs. But that is the idea. If you are rocking a Commando-2D then chances are you want to pour your Mech XP into the Missile table to unlock the SRM Bonus and because your a light mech perhaps a Advanced Piloting Sprint.

The modules are many and the slots are few so you have to pick the ones that benefit you the most.

Now if your in a Hunchback-4P the Missiles do nothing for you but there are lots of stuff in the Energy Tree to build your mech towards.

I am trying to avoid the +Damage and +Cycle time modifiers where I can, simply because balancing this game is hard enough with out tweaking numbers even more so I wanted to give useful modules with out playing with the balance of the game so much.

And Yes the tree is not only mech specific but Variant specific. So having a Hunchback-4J and a Hunchback-4G you would separate trees and because they are separate you can unlock a different path if you so chose.

Thx for the Feedback

Edited by Carrioncrows, 23 January 2013 - 11:14 AM.


#30 Theobald Hauser

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Posted 23 January 2013 - 11:25 AM

View PostCarrioncrows, on 23 January 2013 - 11:10 AM, said:

Speed is a great idea on the (+ / -) of M-Sig. Nice
I'm fine with leaving Artemis to strictly LOS but I do want the effectiveness of Artemis to be enhanced against targets with Massive M-Sig which means if your mech sticks out like a beacon in the night most if not all of the missiles are going to hammer you.


I run a lot with TAG+Artemis+4lrm15 mechs (when I need c-bills !) and when in LOS, targets are really melting... Assaults often get a full salvo CT hit, and lights in the open at full speed are oneshoted half the time. What decides of the target survivability is mainly our relative angles of approach (Artemis missiles tend to go higher and turn quicker, so if the light is running towards you, they can miss).
And the ECM bubble, of course.
Artemis is already powerful (but needs you to go in the open and be more vulnerable), it could quickly become overpowered. Needs testing.If the effects are approximatively the same, balance won't be an issue.

Edited by Amarius, 23 January 2013 - 03:58 PM.


#31 Carrioncrows

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Posted 23 January 2013 - 03:18 PM

I see your point.

But then again your not doing any more damage, people with out tag or Artemis still hit targets for full damage.

So really your not making your weapon better, your just increasing the average damage it does.

Personally I don't run Artemis at all. There simply isn't enough of a benefit to justify the extra 1 ton and slot per weapon when the majority of shots are indirect, so there is no point for me.

Directly LOS to gain a +20% missile spread bonus just doesn't strike me as worth it, simply because at best you'll only get a few shots off before the target is once again indirect again or under your guns. I was just looking to make the system worthwhile in all aspects.

#32 Theobald Hauser

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Posted 23 January 2013 - 04:04 PM

If you play some kind of assaulting LRM boat always with a LOS the difference can really be seen. I've seen Stalkers explode with full armor, except the CT. Indirect fire spreads a lot the damages. TAG + Artemis nearly halves the required LRMs needed to kill stuff, depending on paper doll and relative movements parameters.
If you do some indirect fire, you're basically losing precious ammos that have already been reduced due to the Artemis system.

On the other hand if you play some kind of artillery LRM boat, don't get the Artemis, it's of no use.

I sort of like this distinction. Like to different classes.

#33 Carrioncrows

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Posted 23 January 2013 - 05:14 PM

I roll LRM's in two forms.

A. Tuna Boat - more of an artillery mech than anything.

B. As a single weapons no larger than like a LRM15, this is just to have a long range weapon to apply pressure and keep opponents occupied more than it is to do actual damage.

In either case I find Artemis to be worthless.

I suppose you could build some high mobility striker package built around using LRM's, *shrug*

#34 Phoenix Branson

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Posted 23 January 2013 - 06:26 PM

Great ideas all around, +1

#35 Carrioncrows

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Posted 24 January 2013 - 01:01 AM

View PostMaverick01, on 23 January 2013 - 06:26 PM, said:

Great ideas all around, +1



Thx, at the very least I just hope it broadens their horizons.

#36 Attalward

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Posted 28 January 2013 - 08:11 AM

This needs a bit more visibilty all of them are great ideas.

#37 Peter Thorndyke IV

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Posted 28 January 2013 - 08:39 AM

Great Work OP,

it would just blow up the thread to start quoting so just a few words.

most of the Ideas are great, especially the Sensor Strength part and the rare salvage part, others might hit the game balance a lot like (double tap or firebug etc.) but nevertheless would be fun if tweaked right.

I really hope that the dev's consider some of your ideas, as it would go a long way in making the game really special among the whole BT Sims in actually trying to recreate the look and feel as it is described in the novels, especially that "rare" salvage would allow a lot of diversification if played right, with enough advantages and shortcommings of the special equippment.

#38 Carrioncrows

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Posted 29 January 2013 - 08:54 PM

View PostPeter Thorndyke IV, on 28 January 2013 - 08:39 AM, said:

Great Work OP,

it would just blow up the thread to start quoting so just a few words.

most of the Ideas are great, especially the Sensor Strength part and the rare salvage part, others might hit the game balance a lot like (double tap or firebug etc.) but nevertheless would be fun if tweaked right.

I really hope that the dev's consider some of your ideas, as it would go a long way in making the game really special among the whole BT Sims in actually trying to recreate the look and feel as it is described in the novels, especially that "rare" salvage would allow a lot of diversification if played right, with enough advantages and shortcomings of the special equipment.


Yeah tuning double tap would be pretty important. Most people might consider it a massive buff, being able to fire back to back but your gun would be jammed for upwards of 8-16 secs. That is a very long time. Probably one of those things that needs put into play before a balance could be reached.

However Firebug I really like. Though the heat isn't massive it's still would be equal to someone throwing a flamer on you. I don't see it being particularly useful on larger mechs, but it would add a whole new dimension to combat for lights.

Lets say the other team is doing their usual thing they are hunkering up behind said ridge or rock, a light could zip in and set a Fire Bug fire template making them scatter to get out of the heat or suffer it for camping there.

#39 Tice Daurus

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Posted 31 January 2013 - 12:58 PM

Personally I think these would be fantastic ideas to incorporate. For example you could also do this with basic parts, like the targeting system incorporated inside of the cockpit. The TT/books canon lore was that if you could find a complete working model of the Sloan 220 Lockover system, which was a precursor targeting system to the Clans Targeting computer, you could gather that as an increase to targeting lock systems.

#40 Carrioncrows

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Posted 31 January 2013 - 07:17 PM

Hopefully, that's where I want to get.

We read about all these fantastic things from lore and the novels that it is such a rich background so much more than just the mechs themselves. I'd like to make the combat both more tactical and strategic to bring some of these epic battles to life through the MWO system.

Believe it or not I did put in a job with them, I think the fact that I don't have a Canadian Work visa is holding up the whole process. lol

:P





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