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Variant Specialization


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#1 Cannibal Cat

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Posted 15 February 2013 - 07:16 AM

It makes little sense that learning to pilot three different variants of the same mech would make you better at any one variant, but lets leave that alone.

Most of the time, in my experience, getting the other two variants' mech trees filled out means farming and not using the mech you really wanted.

So, in addition, how about this porposal:

Variant Specialization:
Select one variant of a mech chassis you own (you can only ever select one variant at a time. Changing variants means losing all specialization bonuses on the previous variant).

Once Master is unlocked on your mech tree, you can continue by "spending" XP (and ONLY Mech XP, not GXP!!!) you can purchase a minor bonus to one aspect of that mech's abilities.

Let's say...
Speed Specialist: speed increase of 0.5%/5,000XP (50%/1millionXP max)
Heat Management Specialist: Increases max heat cap by 0.5%/5,000XP (100%/2milionXP max)
Maneuver Specialist: Tightens turn radius by 0.5%/5,000XP (50%/1millionXP max)
Specialist targeting: Decreases time to lock on target by 0.5%/5,000XP (75%/1.5millionXP max)
LRM Specialist: Tightens LRM missile spread by 1%/15,000XP (60%/900,000XP max)
SRM Specialist: Tightens SRM missile spread by 1%/15,000XP (50%/750,000XP max)
Laser Specialist (each individual energy weapon type purchased separately, such as PPC, ER PPC, Large Pulse Laser, Small Laser, etc.): Decreases cycle time by 1%/15,000CP (50%/750,000XP max)
Cannon Specialist (each individual ballistic weapon type purchased separately): Decreases cycle time by 1%/15,000CP (50%/750,000XP max)
LX10-X Choke Specialist: Increases the choke (decreasing the spread) on the LB10-X by 1%/10,000 XP (max 50%/500,000XP)
Critical Hit Specialist (Specific weapon type purchased separately): Increases the chance of scoring a critical hit by 0.1%/2,500XP (max 100%/2.5millionXP, doubling the base chance of scoring a critical hit)
Rapid-Fire Specialist: Decreases the chance of jamming with a UAC/5 by 0.1%/5,000XP (max 15%/750,000XP for a 10% chance to jam with a UAC/5)

Each specialization can be selected more than once until iot reaches it's max percentage increase. The bonuses individually don't mean much, but after a few hundred thousand mech XP, they start to add up to something significant

Edited by Cannibal Cat, 15 February 2013 - 07:54 PM.


#2 Cannibal Cat

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Posted 15 February 2013 - 07:10 PM

before those of you who think that this could lead to OP mechs, I remind you that it would take tens of millions in XP to get all these bonuses and it would apply to only the one variant of one mech chassis. To become a specialist in another mech chassis variant, you'd need to purchase these specializations again. We're talking hundreds of millions (possibly billions depending on how many different mechs come into play), of XP to get full specialization in one variant of each mech chassis!

Edited by Cannibal Cat, 15 February 2013 - 07:14 PM.


#3 Golfin Man

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Posted 15 February 2013 - 07:18 PM

Very interesting idea, although I think the max percentages would have to be much lower, you'd have lights going well over 200kph for example.

#4 Ivory Spider

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Posted 15 February 2013 - 09:35 PM

As the current xp trees stand I like them very litle. I hate having to farm the tree on two variants I didn't want just to upgrade the one variant I want to use. beyond that I was hoping to buy a lineup of mechs of each weight class but instead I am forced to spend my hard-earned c-bills on buying the same mech three times. It's also very unfair for assault or heavy class mech pilots as buying three atlas variants is MUCH more expensive than buying 3 Raven variants. The tree itself is the same for all mechs and has abilites in it that I buy only cause I have to and are useless to my chosen mech chassis (such as arm movement speed for my raven or catapult). I believe the trees are disapointing as they are and I hope the devs do something more interesting with them prior to full launch.

Having said all that (it's been a burning thorn in my side for a long time and needed to get it off my chest), I would welcome an idea such as the one you presented with open arms. It adds a sense of pwersonalization to your mech that differs it from someone who leveled up the same mech but chose a different bonus. Overall I think the numbers would require a lot of tweaking (a maximum bonus speed of 50% is still pretty crazy fast for a lot of mechs) and I think the xp requirement is a litle too high. I'm a casual player and to aquire 1,000,000 xp on one chassis requires a level of dedication someone like myself could not muster. You also have to be careful because if the bonus are too big then players just joining the game will be anhialated by people running mechs with a beefed stat. I'm picturing a new player running a meium mech who gets chased down by an atlas or awesome that took the 50% speed bonus and can outspeed him.

The idea however goes in the right direction, I will be liking the post and hope the devs take a good look at it too.

#5 MechWarrior849305

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Posted 16 February 2013 - 02:46 AM

add more options:
Turning specialist: increase angle range for torso twist by 120 degrees/1.5kk Exp and increase of twist speed by 100%/1.5kk Exp. With speed spec it would be very interesting to play splatcat :)
Jumping specialist: increase of height and speed of jumps with JJs by 200%/2kk Exp. Funny spiders everywhere!!! :)
Great idea...

#6 Cannibal Cat

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Posted 16 February 2013 - 04:53 AM

The list above is far from complete, just the things I thought of off the top of my head.

#7 Vizan Thalt

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Posted 16 February 2013 - 05:34 AM

Laser Specialist (each individual energy weapon type purchased separately, such as PPC, ER PPC, Large Pulse Laser, Small Laser, etc.): Decreases cycle time by 1%/15,000CP (50%/750,000XP max)

Is there really that much difference in the ER and normal PPC to be seperate? Or the Lasers- S, M, L? Or Pulse Lasers, S, M, L? This looks like it's onlt three options; PPC, Laser and Pulse. Tag would be it's own, but... I didn't see it in the list.

Cannon Specialist (each individual ballistic weapon type purchased separately): Decreases cycle time by 1%/15,000CP (50%/750,000XP max)

Here again; Is there a large enough margin for the various AC's to be seperate items?

Rapid-Fire Specialist: Decreases the chance of jamming with a UAC/5 by 0.1%/5,000XP (max 15%/750,000XP for a 10% chance to jam with a UAC/5)

Why limit it to the UAC/5? This should be a decrease in time it takes to fire the next shot of every weapon system- which you have for specific weapon specializations above, but this one is too general; as is, so Add; in Chainfire configuration and specifically lowers jamming of the UAC/5.

Otherwise, very well though out. I agree, what could be so different about the variants of mechs, other than hard points, that would require you to get two others?
Maybe they should be Unlockable? You only use the mech you own to buy the Basic level for that new unlcked variant. You would still have to do this twice or, maybe more depending on number of variants, but you could just have the one mechbay for the one you want and get to the level of Mech tree you want to be in.

#8 Cannibal Cat

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Posted 16 February 2013 - 10:33 AM

View PostVizan Thalt, on 16 February 2013 - 05:34 AM, said:

Is there really that much difference in the ER and normal PPC to be seperate? Or the Lasers- S, M, L? Or Pulse Lasers, S, M, L? This looks like it's onlt three options; PPC, Laser and Pulse. Tag would be it's own, but... I didn't see it in the list.

Yes. Yes there is. Just as there's a difference between a Glock and a Luger or even an M-16 and an AR-15 (believe me, I've used both in the IDF and the differences may be subtle, but they DO exist).

Quote

Rapid-Fire Specialist: Decreases the chance of jamming with a UAC/5 by 0.1%/5,000XP (max 15%/750,000XP for a 10% chance to jam with a UAC/5)

Why limit it to the UAC/5? This should be a decrease in time it takes to fire the next shot of every weapon system- which you have for specific weapon specializations above, but this one is too general; as is, so Add; in Chainfire configuration and specifically lowers jamming of the UAC/5.

The ONLY weapon in the MWO arsenal that has a chance to jam is the UAC/5. Other weapons are already listed for cycle time.

Quote

...what could be so different about the variants of mechs, other than hard points, that would require you to get two others?

That's the point. Each variant is different enough that it's almost a different mech entirely. Hell two bicycles are different enough that they have differences in handling, speed and performance. Riding multiple bicycles might make you a better general cyclist, but it wouldn't make you better at any one specific model of bike. Same goes for mechs.

I'm a crack shot with my Ruger. I'm a decent to good shot with my M-16. I'm a LOUSY shot with a shotgun and at best a mediocre shot with an M-95 snipe rifle. Each time I learn a new weapon, it takes less time to become proficient, but only time with a specific weapon will increase my expertise with that weapon.

Edited by Cannibal Cat, 16 February 2013 - 10:38 AM.






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