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#1 Gearhardt

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Posted April 28 2013 - 07:37 PM

These are just ideas, so treat them as so. Hope you enjoy!

1. Class-C ‘sniper’: Basically another heavy, just with with a bigger sabot rifle. This primary would be slow, hot, and very inaccurate while standing…
-Which leads to its ability, Sniper/ concealed/ hidden turret: Just your run of the mill turret mode, with one exception; radar signature is reduced or eliminated, due to the radar absorbing material your shields are made of. Only Line Of Sight would allow for a radar ping, portable scanners would not work on this mech while in turret mode. Obviously this would need to be tweaked, but would be an interesting addition to game play.
  -Secondary weapons could be the usual Slug rifle, Hawkins, and Am, or new weapons.

2. MOAR TURRETS: instead of the mundane point-d and rocket turret, why not a shotgun turret, or a Healing turret? The shotgun would be useful in small confined spaces, and other such choke points. The healing turret… That would be best to put behind the front line, and let mechs retreat to heal. To make it not OP, it should heal a lot slower than the Technician’s healing gun.

3. Double guns: I have seen other posts about double guns, so I know (some of) the arguments. What I figure is that only new mechs should have double guns- double guns meaning double ARs or gats. These would be non-optional. So instead of switching one gun, you switch both (no double EOC repeater). 2 ARs, or 2 Point-D. This mech type would probably be best for mediums and/or heavy, or a new class entirely. I don’t think this would necessarily be OP, as you wouldn’t have any explosive weapons.

4. Seen it before, and  I agree with this- different HP for different mechs. The same hp for all mechs in the same class is kinda odd. One would think that a sniper would have less hp than a cqc type mech (SS v Bruiser). Speed could also play a factor in these offsets of HP, faster mechs with less HP, slower ones with less HP, all within a particular class.

5. MOAR MECH PARTS: Why not make more body part options without an origin mech. EX; Goat type parts that does not come standard on Grazer mech. This would mean more options, and I think we all love more options and customizations (plus $$$ for Meteor).

5. Super light class: A faster light that could be a quadruped, perhaps with a built in portable scanner, and only one weapon. The scanner would have a range, and one weapon would keep it out of the main fight.  I could see this being best suited to large maps, maps probably bigger than what there currently are.

6. Super heavy class: A bigger/ slower heavy mech, perhaps quadruped, or a hexapede (six legs, might not be correct term). I think this mech should have (Mentally prepares for the hate) four guns. Yes, I know, OP. But I think that these four should be 2 sets, like stated above about double guns. A big a** six legged mech with 2 point-Ds and 2 Hellfire’s would be downright scary. This mech might not be playable on some maps, (Uptown, I’m talking about you), but could be viable on larger maps. Perhaps make the back of it have less armor so lights can take it down, and negate it being OP.

7. Tesla ability: this might come as a shock… but I think it would be cool to have some sort of electricity type ability, which basically sends out a shock to all surrounding mechs. And when I say all, I mean all. This ability would affect allies and enemies alike, because electricity doesn't discriminate. This blast of electricity would buff all surrounding mechs, perhaps shortening cool down times on special weapons, or increasing speed, or increase healing rate. Or it would be a negative ability, like increasing the previous.

8. Nano-bot grenade: A (mostly) normal grenade, except filled with nano-bots. This grenade will “explode” in a cloud of tiny machines, and any enemy mechs will start to take damage, and keep taking damage slowly for a few seconds.

9. Escort type mission: I got this idea from the comic, where the two guys are escorting the truck full of cavorite (added that word to dictionary XD). So I figure this game could possible work in a few ways, all of them involving a big ash truck.
1) Similar to siege, the trucks could be filled with explosives and be heading to the enemy base, except, unlike siege, this would be a one way type game, where some are trying to send out the truck, and the other team defending. I think that this mode should work in small mini stages; 1- get EU to power truck 2- defend truck as it makes its way to enemy base. Catch? Only one truck, so if it explodes on the way to enemy base, then you lose.
2) Multiple trucks! ^That, but with more than one truck, perhaps at the same time, or not.
*For this game mode, new maps would need to be made. Right off the bat, a canyon type map could be made, with one main chasm for the truck(s), and then smaller ones for the mechs to go get EU, or to flank. Jump pads and other things could be used to get to high elevations, but most gameplay would take place on the floor of the canyons.

10. “Premium” mechs: I have seen the sigs with the one scene from the comic about Meteors/Adhesive/Hawken’s view on p2w. However, I play World of Tanks, and I know premium. ‘Premium’ (or other designation) mechs would not be any better than normal mechs. While I was not here for the Vanguard/ Cupcake mech I saw that it got some standard goodies. Why not apply this sort of goodies to any sort of prem mech? As said before I play WoT, and prems there are not any “better” in terms of gameplay, they only make extra credits. This could be applied here in Hawken. To balance, perhaps Prem mechs would be unable to change their internal things, or weapons, or offensive/defensive items (only customize body/ drone/ paint/etc).

Thats all (for now), I'm sure to think up more things later. I look forward to reading any feedback, but please keep in mind that these are only ideas, and by their nature, not set in stone. Hopefully I did not put down any repeat ideas (In production/ already posted) Thank you!

Edited by Gearhardt, April 28 2013 - 09:09 PM.


#2 PScribs

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Posted April 28 2013 - 09:51 PM

That, sir, is a hell of a first post. :D

1: Not a bad idea, but it would be useless in CQC.  Even with a more close range secondary weapon, it would be outclassed by everything else in CQC.

2: Yes.

3: No.  Picking and choosing loadouts beyond what is forced with the secondary would just lead to very specific and narrow choices to stay competitive.  There are already several threads on this topic, all with good points as to why not.

4: Again, not a bad idea.  But only if the differences are small.  20 +/- would be acceptable and could be offset by the level tree if the player so chooses.

5: Yes.  But I'm sure the devs have a lot more design plans and fixes to work on currently.  Like skinning the Facility map, for instance. (hint hint...)

6: WAAAAAY down the road.  Maybe.  But even a mobility handicap wouldn't be enough to keep it from being OP with that much firepower.  No boost ability would be a good start.

7: Nah.  Just, nah.  :)  <EDIT>  I'll elaborate.  This would be an ability that either everyone would be tentative to use (too much risk to buffing the enemy/nerfing your own team), OR would have to be short lived enough to not be OP/usefull (everybody on the team forming up before it is popped to go whoop ass).

8: In the lore of Illal,  nano-bots = bad stuff...so no.

9: OOOOHHH YEAH!  With some tweaks on what was mentioned.  Not sure about the "1 truck per team".  It would make for too many super short games.

10: Not sure how I feel about this, honestly.  I've dropped some money into Hawken and plan on dropping some more, but this seems a little like elitist posturing.

Well thought out and relevant post.  Some good ideas in there. :)

Edited by PScribs, April 28 2013 - 10:06 PM.

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#3 Frouste

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Posted April 28 2013 - 10:26 PM

I like some of the ideas.  I will address a few points of interest of OP's suggestions.

Here is what I'd change on the C-Class sniper...
-Keep accuracy while moving.  Engineers will make the mecha as precise as possible for the pilots using them.
-Higher caliber sabot (call it a cannon) to deal more damage than regular Sabot.
-Cannon fires fast moving projectiles (need to lead makes shots more rewarding and punishing).
-High heat build, and long reload time.
-Primary weapons should be somewhat easy to use because of previous two points.  This part is up to the development team.
-Ability should heavily reduce radar sig, not remove it entirely.

Turret ideas sound fine, only a few points and suggestions...
-Automated repair turrets also sound like the repair charge when I first read its description.
-Flak turrets should be slow in rate of fire, and fire upon those hostile people within a certain distance as to keep the turret as efficient as possible.
-Sniper Turret (suggestion): Slow firing long range turret, simple enough to understand.  Particularly useful for snipers with holograms on their mecha.

Alterations on the health, speed, etc. of mecha within the same weight-class sounds like it'd require extensive testing to be balanced.  I respect this idea and what it can bring to the table, but at this point in the game's development, I believe this would complicate the game further.
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#4 Gearhardt

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Posted April 29 2013 - 07:51 AM

View PostFrouste, on April 28 2013 - 10:26 PM, said:


-Sniper Turret (suggestion): Slow firing long range turret, simple enough to understand.  Particularly useful for snipers with holograms on their mecha.



Thats odd, because when I first wrote out these ideas, I had thought 'sniper turret' but then decided against putting it up, as I figured most would be kinda against it. Guess not.

#5 Gearhardt

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Posted April 29 2013 - 07:52 AM

View PostPScribs, on April 28 2013 - 09:51 PM, said:

That, sir, is a hell of a first post. :D
...
Well thought out and relevant post.  Some good ideas in there. :)
Thank you!

#6 Aptest

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Posted April 29 2013 - 10:27 PM

you have to consider that portable scanner is like a pink ward in LOL. it's supposed to counter stealth and signature management, not the other way around.

regardless stealth on snipers is a bad idea from a game-play perspective. I understand why you'd want this from a "me like sniper play" point of view, but is it good for the game?

#7 Frouste

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Posted April 29 2013 - 11:50 PM

View PostGearhardt, on April 29 2013 - 07:51 AM, said:

View PostFrouste, on April 28 2013 - 10:26 PM, said:

-Sniper Turret (suggestion): Slow firing long range turret, simple enough to understand.  Particularly useful for snipers with holograms on their mecha.
Thats odd, because when I first wrote out these ideas, I had thought 'sniper turret' but then decided against putting it up, as I figured most would be kinda against it. Guess not.

It's not a terrible idea, it just needs to not do as much damage nor fire real fast.

If you have an idea that might help flavor the game, don't hesitate to voice it.  Just prepare for the waves of criticism you might get.

Edited by Frouste, April 29 2013 - 11:51 PM.

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#8 Gearhardt

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Posted May 01 2013 - 01:47 PM

View PostAptest, on April 29 2013 - 10:27 PM, said:

you have to consider that portable scanner is like a pink ward in LOL. it's supposed to counter stealth and signature management, not the other way around.

regardless stealth on snipers is a bad idea from a game-play perspective. I understand why you'd want this from a "me like sniper play" point of view, but is it good for the game?

Eh, its only stealth in terms of radar. You can still see them easily.

#9 Frouste

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Posted May 02 2013 - 02:57 AM

Generally, when I see a heavy mech meant for long range support, I don't think of a sniper.  The splash the mech would make might be subtle rather than dramatic like the Technician.
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#10 batsy

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Posted May 02 2013 - 04:41 PM

I like the idea of premium tanks mechs that earn more HC in-game but are no better than a standard mech. This kills any argument of PTW because you have no in-game advantage over the freeloaders. I am guessing that the people who argue against premium mechs are the same people who hate premium boosters that can be purchased with real money. Seriously people, the Devs have to make money or the game dies. I think premium mechs are a great idea to encourage cash flow into the game. If you are jealous because you see someone running around in a premium mech, gee I don't know - maybe you could consider buying one too and actually support the game that you enjoy playing - so that it has a future.

Now regarding the cosmetic bits etc that we can buy to make mechs look prettier, why not add a HC multiplier to these bits as well - to encourage takeup? Once again, it will provide no in-game advantage against the freeloaders - so still no PTW. Something like "buy this cool looking repair drone and also earn an extra 5 HC per game" seems reasonable IMO. This could be enough to sway the people sitting on the fence over whether to buy cosmetic features or not. Any injection of real cash into this game will keep it going longer and that is something we all want isn't it?

One last request. Some of us were not around for the Vanguard package and it would be nice to have a similar package that newcomers can buy to feel special (obviously cup-cake is off limits lol) Why not establish a gift shop in-game or something similar?

#11 ShadowWarg

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Posted May 02 2013 - 05:32 PM

View PostFrouste, on May 02 2013 - 02:57 AM, said:

Generally, when I see a heavy mech meant for long range support, I don't think of a sniper.  The splash the mech would make might be subtle rather than dramatic like the Technician.
I agree. A long range C-Type mech should be an artillery:
Posted Image
The Best C-Class that never was <- Thread link

Also A few of us on the forums have already been asking/suggesting for some type of escort game mode.

Edited by ShadowWarg, May 02 2013 - 05:35 PM.


#12 Frouste

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Posted May 02 2013 - 07:01 PM

An escort mode is the perfect excuse to make a siege oriented D-Class.
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#13 Gearhardt

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Posted May 02 2013 - 07:07 PM

View Postbatsy, on May 02 2013 - 04:41 PM, said:


Now regarding the cosmetic bits etc that we can buy to make mechs look prettier, why not add a HC multiplier to these bits as well - to encourage takeup? Once again, it will provide no in-game advantage against the freeloaders - so still no PTW. Something like "buy this cool looking repair drone and also earn an extra 5 HC per game" seems reasonable IMO. This could be enough to sway the people sitting on the fence over whether to buy cosmetic features or not. Any injection of real cash into this game will keep it going longer and that is something we all want isn't it?


That is a great idea... Also could be an internal equipment like the CRT starts off with, doesn't it?

#14 Gearhardt

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Posted May 02 2013 - 07:10 PM

View PostShadowWarg, on May 02 2013 - 05:32 PM, said:

View PostFrouste, on May 02 2013 - 02:57 AM, said:

Generally, when I see a heavy mech meant for long range support, I don't think of a sniper.  The splash the mech would make might be subtle rather than dramatic like the Technician.
I agree. A long range C-Type mech should be an artillery:
Posted Image
The Best C-Class that never was <- Thread link

Also A few of us on the forums have already been asking/suggesting for some type of escort game mode.



Glad to see others with the same idea. In a game like this, where the back story is about two corporations duking it out, I dont see why the devs wouldnt make things like this. Limiting the world would make for a rather bland game.

#15 Frouste

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Posted May 02 2013 - 08:20 PM

This thread is now Ultra-heavy mecha and alternative gametypes.
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#16 SharkShield

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Posted June 07 2013 - 09:03 PM

I am a fan.

#17 --STYX--

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Posted June 08 2013 - 06:32 AM

View PostGearhardt, on April 28 2013 - 07:37 PM, said:

5. MOAR MECH PARTS: Why not make more body part options without an origin mech. EX; Goat type parts that does not come standard on Grazer mech. This would mean more options, and I think we all love more options and customizations (plus $$$ for Meteor).

Yes. I'd like to have everything they can think of added just for the sake of variability. even when theres currently no mech planned for a part, as long as the model is there ADD IT :D i always like to see what else they think of.

also: colorable thrusters. the current system allows us to buy thrusters which come in a version unable to be changed and thus leads sometimes to mismatched colors. maybe they can just grayscale the effects (so the bought thruster only changes the form of the stream)
and after buying it the player is able to choose from a color palette (simple 255/255/255 system, alpha is predetermined by thrustertype)

EDIT: maybe while you're at it, i'd like the ability to put in numerical values for the trim lines as well, as we could then choose exact colors (yeah im a perfectionist when it comes to that :P)

Edited by xGHx--STYX--, June 08 2013 - 08:19 AM.

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