Ideas: Difference between revisions

From MCM Combat Operations
Jump to: navigation, search
No edit summary
 
(5 intermediate revisions by 2 users not shown)
Line 8: Line 8:


'''Idea:''' Make seekers less effective against ground mechs. <br>
'''Idea:''' Make seekers less effective against ground mechs. <br>
'''Description:''' As it stands seekers are designed to be anti-air but they are very good at ruining a slow gorund mech's day.  The possibility of readjusting them to only target air mechs should be investigated, possibly increasing their damage if we go through with it to comepnsate.  It would effectively force any air-mechs to ground or shoot them down, thus accomplishing the seeker's intent without making a seeker mech a go-to mech to make everyone die with the right builds.  It's driving players off the field. --[[User:Bellimora Resident|Bellimora Resident]] ([[User talk:Bellimora Resident|talk]]) 22:34, 24 November 2012 (CST)
'''Description:''' As it stands seekers are designed to be anti-air but they are very good at ruining a slow ground mech's day.  The possibility of readjusting them to only target air mechs should be investigated, possibly increasing their damage if we go through with it to comepnsate.  It would effectively force any air-mechs to ground or shoot them down, thus accomplishing the seeker's intent without making a seeker mech a go-to mech to make everyone die with the right builds.  It's driving players off the field. --[[User:Bellimora Resident|Bellimora Resident]] ([[User talk:Bellimora Resident|talk]]) 22:34, 24 November 2012 (CST)


===DPS Investigation===
===DPS Investigation===
Line 31: Line 31:
'''Idea:''' Rebuild and rework lasers. <br>
'''Idea:''' Rebuild and rework lasers. <br>
'''Description:''' Megaprim lasers are glitchy and a touch laggy.  Raycasting is infinitely thin.  The idea of using multiple rays to build a laser with depth has been discussed.  Further investigation of raycasting and it's limitions and quirks needs to be done.  So far the only data we have is Twiddles investigation, which clearly points out the width limitations.  Lasers have absurdly anemic DPS with the exception of a couple hardmounts.  Compared with DPS values of high speed weapons like the adv autocannons and the heavier chainguns we may want to increase laser damage some. --[[User:Bellimora Resident|Bellimora Resident]] ([[User talk:Bellimora Resident|talk]]) 22:34, 24 November 2012 (CST)
'''Description:''' Megaprim lasers are glitchy and a touch laggy.  Raycasting is infinitely thin.  The idea of using multiple rays to build a laser with depth has been discussed.  Further investigation of raycasting and it's limitions and quirks needs to be done.  So far the only data we have is Twiddles investigation, which clearly points out the width limitations.  Lasers have absurdly anemic DPS with the exception of a couple hardmounts.  Compared with DPS values of high speed weapons like the adv autocannons and the heavier chainguns we may want to increase laser damage some. --[[User:Bellimora Resident|Bellimora Resident]] ([[User talk:Bellimora Resident|talk]]) 22:34, 24 November 2012 (CST)
I believe the entire reason beam lasers do low DPS is because they're so absurdly easy to hit with.  They used to do a LOT more damage and fire faster but mister Xxander took the damage down because putting a couple of them on a little light mech was pretty much an instant win button back in the day.  [[User:Rivethead Deanimator|-- Rivethead Deanimator]] ([[User talk:Rivethead Deanimator|talk]]) 17:32, 4 January 2013 (CST)


===HP Recovery===
===HP Recovery===
Line 48: Line 50:


===Harpoon Rework===
===Harpoon Rework===
'''Idea:''' Harpoons pull towards heavier mech
'''Idea:''' Harpoons pull towards heavier mech<br>
'''Description:''' Currently a harpoon pulls the victim to the firer.  This means a 10 ton light mech could feasibly pull a 100 ton assault mech to it as if it were nothing, while using jumpjets.  The idea is have harpoons pull towards the heavier mech.  A more physically system would be to pull towards the center of the mass of the 2-mech system, the centroid.  Calculations for doing that are presented in a code-snippet in Bellimora's user page. --[[User:Bellimora Resident|Bellimora Resident]] ([[User talk:Bellimora Resident|talk]]) 19:04, 26 November 2012 (CST)
'''Description:''' Currently a harpoon pulls the victim to the firer.  This means a 10 ton light mech could feasibly pull a 100 ton assault mech to it as if it were nothing, while using jumpjets.  The idea is have harpoons pull towards the heavier mech.  A more physically system would be to pull towards the center of the mass of the 2-mech system, the centroid.  Calculations for doing that are presented in a code-snippet in Bellimora's user page. --[[User:Bellimora Resident|Bellimora Resident]] ([[User talk:Bellimora Resident|talk]]) 19:04, 26 November 2012 (CST)
===Damage Fixes===
'''Idea:''' Most of MCM's weapons have been excessively nerfed.  We can fix this.<br.>
'''Description:''' About 3/4 of MCM's weapons (melee, beam lasers, pulse lasers, anything older than a year or so) have been repeatedly nerfed in terms of damage and fire rate.  The entire weapons page could really use some TLC to bring fire rates and damage back up to snuff.  As it stands there's a very limited selection of weapons that work well and a much wider variety of weapons that have had their numbers reduced until they're no longer useful.
[[User:Rivethead Deanimator|-- Rivethead Deanimator]] ([[User talk:Rivethead Deanimator|talk]]) 17:26, 29 November 2012 (CST)


==Under Development==
==Under Development==
Line 57: Line 64:
'''Idea:''' Instead of heatlocking a mech, a flamer keeps a mech at critical heat levels.<br>
'''Idea:''' Instead of heatlocking a mech, a flamer keeps a mech at critical heat levels.<br>
'''Description:''' The idea is Enders actually when he mentioned perhaps the flame isn't hot enough to provoke overheat.  Nash suggested that the armor thermally ablates thus keeping the heat below a critical level but hamstringing a mech's ability to dissipate heat, thus keeping it at a critical level.  The current system in beta testkeeps a mech at near over-heating.  To compensate for the reduced over-heat effectiveness flamers now deal some damage.  As the mech gets hotter the damage increases.  When the mech stops gaining heat, all heat-damage is converted to armor-damage. --[[User:Bellimora Resident|Bellimora Resident]] ([[User talk:Bellimora Resident|talk]]) 22:42, 24 November 2012 (CST)
'''Description:''' The idea is Enders actually when he mentioned perhaps the flame isn't hot enough to provoke overheat.  Nash suggested that the armor thermally ablates thus keeping the heat below a critical level but hamstringing a mech's ability to dissipate heat, thus keeping it at a critical level.  The current system in beta testkeeps a mech at near over-heating.  To compensate for the reduced over-heat effectiveness flamers now deal some damage.  As the mech gets hotter the damage increases.  When the mech stops gaining heat, all heat-damage is converted to armor-damage. --[[User:Bellimora Resident|Bellimora Resident]] ([[User talk:Bellimora Resident|talk]]) 22:42, 24 November 2012 (CST)
===Server Rewrite===
'''Idea:''' Reworking the web server.
'''Description:''' It's not very glamorous but it involves nash re-writing a lot of server code to be cleaner and easier to edit.  This will make future changes move at a faster pace.  This will eat up a fair amount of work-hours until it's done likely.  But more efficient future changes will be its own reward as time moves on. --[[User:Bellimora Resident|Bellimora Resident]] ([[User talk:Bellimora Resident|talk]]) 19:11, 26 November 2012 (CST)

Latest revision as of 05:32, 5 January 2013

This page will not be linked to any other pages. This is a scratch pad for ideas. Anything new goes in the brainstorming section. Sign it by typing ~~~~ the wiki will convert that to your username and date. Any ideas that are deamed worth investigation are moved to the worth investigation section. Please Follow the format of other ideas when submitting your own. The Idea slot is an executive summary of the idea, should read out in a line. Description you should describe it in more detail.

If you wish to discuss any idea in detail, use the Talk page for this article.

Brainstorming

Seeker Readjustment

Idea: Make seekers less effective against ground mechs.
Description: As it stands seekers are designed to be anti-air but they are very good at ruining a slow ground mech's day. The possibility of readjusting them to only target air mechs should be investigated, possibly increasing their damage if we go through with it to comepnsate. It would effectively force any air-mechs to ground or shoot them down, thus accomplishing the seeker's intent without making a seeker mech a go-to mech to make everyone die with the right builds. It's driving players off the field. --Bellimora Resident (talk) 22:34, 24 November 2012 (CST)

DPS Investigation

Idea: Examine the balance on DPS.
Description: Currently autocannons and chainguns and some rapid fire missile systems have DPS getting upwards of 100 with minimal heat problems and enough ammo to fire for minutes straight. most other weapons are around 30's to 40's. lasers are 15 to 20. Finessy weapons that require skill to get consistant hits with everything, like thumper bombs get 40 at best, and that's hitting every bomb out of the barrage as rapidly as you can. Been experimenting with a conscript loaded with 4 ADV autocannons, some of the better weapons out there. It's rather easy to slather abuse on. I've had at least one person ask me just what the heck I pointed at him after being melted by that combo. I don't believe any damage should be nerfed, I do believe other damage may be due for an increase, not sure how much. --Bellimora Resident (talk) 22:34, 24 November 2012 (CST)

Worth Investigation

Levels Rework

Idea: Rework the prrk system to not give an serious mathematical advantage to old playres over new
Description: As stated by nash, the current perk system gives a serious and definite advantage to any old players over new players. It is like playing soccer and the team that has been around longer gets a larger goal to kick the ball into. It's kinda counter intuitive to real life games, like golf, where older players take a handicap. We need to give perks or abilities in such a way that it adds diversity but not an advantage. A new player needs to be able to get into play and lose only due to skill, not because the other player had 50% more heat and could take 40% more damage. --Bellimora Resident (talk) 01:13, 25 November 2012 (CST)

Free Random Mech Tokens

Idea: Token rewards for a accolades and events that allow players to get randomized gear.
Description: In an attempt to get some extra gear in the hands of players for playing without handing them everything I had the idea of giving out MCM Tokens. These could be awarded to people showing up to events so even people who aren't winning will eventually get free stuff. They can be handed out for the new accolades as a means of rewarding players who play. it gives people an incentive to play if they are on a limited budget. original numbers I was thinking was 10 tokens for 1 randomized free mech, 3-4 tokens for one randomized piece of equipment. The list of gear/mechs would be alterable by the staff, perhaps occasionally for special events a rare chance of some rare-tech could be introduced. Could even add the option of making tokens purchaseable via lindens. --Bellimora Resident (talk) 01:13, 25 November 2012 (CST)

Laser Rework

Idea: Rebuild and rework lasers.
Description: Megaprim lasers are glitchy and a touch laggy. Raycasting is infinitely thin. The idea of using multiple rays to build a laser with depth has been discussed. Further investigation of raycasting and it's limitions and quirks needs to be done. So far the only data we have is Twiddles investigation, which clearly points out the width limitations. Lasers have absurdly anemic DPS with the exception of a couple hardmounts. Compared with DPS values of high speed weapons like the adv autocannons and the heavier chainguns we may want to increase laser damage some. --Bellimora Resident (talk) 22:34, 24 November 2012 (CST)

I believe the entire reason beam lasers do low DPS is because they're so absurdly easy to hit with. They used to do a LOT more damage and fire faster but mister Xxander took the damage down because putting a couple of them on a little light mech was pretty much an instant win button back in the day. -- Rivethead Deanimator (talk) 17:32, 4 January 2013 (CST)

HP Recovery

Idea: The ability for a mech to recouperate might be due for a reduction
Description: It has come up several times that mechs bounce back from injury rather well. We may want deadlier combat with adjustments made for both tech and biomechs to change gamestyle away from hit run away and heal and more towards hammering each other down. Current concepts that have come up with this: Possibility of injures that can not be repaired. Possiblity biomechs either having regen removed, or having regeneration drawn from a pool of reserve HP. --Bellimora Resident (talk) 22:34, 24 November 2012 (CST)

Damage Modifier for Arenas

Idea: Add the ability for moderators to modify the amount of damage weapons deal in any particular arena.
Description: Damage multiplier if feasible could be applied to various arenas to help add some variety to gameplay. It would allow us to test the waters on how people like more deadly mech warfare and less deadly mech warfare. --Bellimora Resident (talk) 22:34, 24 November 2012 (CST)

Accolades

Idea: Accolades need a rework.
Description: The current ones are a joke. Each new one needs to be an actual achievement. We need a way of displaying accomplishments. --Bellimora Resident (talk) 01:12, 25 November 2012 (CST)

Harpoon Rework

Idea: Harpoons pull towards heavier mech
Description: Currently a harpoon pulls the victim to the firer. This means a 10 ton light mech could feasibly pull a 100 ton assault mech to it as if it were nothing, while using jumpjets. The idea is have harpoons pull towards the heavier mech. A more physically system would be to pull towards the center of the mass of the 2-mech system, the centroid. Calculations for doing that are presented in a code-snippet in Bellimora's user page. --Bellimora Resident (talk) 19:04, 26 November 2012 (CST)

Damage Fixes

Idea: Most of MCM's weapons have been excessively nerfed. We can fix this.<br.> Description: About 3/4 of MCM's weapons (melee, beam lasers, pulse lasers, anything older than a year or so) have been repeatedly nerfed in terms of damage and fire rate. The entire weapons page could really use some TLC to bring fire rates and damage back up to snuff. As it stands there's a very limited selection of weapons that work well and a much wider variety of weapons that have had their numbers reduced until they're no longer useful. -- Rivethead Deanimator (talk) 17:26, 29 November 2012 (CST)

Under Development

Flamer Rework

Idea: Instead of heatlocking a mech, a flamer keeps a mech at critical heat levels.
Description: The idea is Enders actually when he mentioned perhaps the flame isn't hot enough to provoke overheat. Nash suggested that the armor thermally ablates thus keeping the heat below a critical level but hamstringing a mech's ability to dissipate heat, thus keeping it at a critical level. The current system in beta testkeeps a mech at near over-heating. To compensate for the reduced over-heat effectiveness flamers now deal some damage. As the mech gets hotter the damage increases. When the mech stops gaining heat, all heat-damage is converted to armor-damage. --Bellimora Resident (talk) 22:42, 24 November 2012 (CST)

Server Rewrite

Idea: Reworking the web server. Description: It's not very glamorous but it involves nash re-writing a lot of server code to be cleaner and easier to edit. This will make future changes move at a faster pace. This will eat up a fair amount of work-hours until it's done likely. But more efficient future changes will be its own reward as time moves on. --Bellimora Resident (talk) 19:11, 26 November 2012 (CST)