Oh hey forums are back, and devs appearantly changed?
This is an edited repost of my list from the previous forums.
SUGGESTIONS MARKED AS >>>URGENT<<< SHOULD BE IMPLEMENTED AS SOON AS POSSIBLE, AS THE PROBLEMS THESE ARE MEANT TO ADRESS ARE REALLY HARMING MY (AND MAYBE OTHER'S) ENJOYMENT OF THE GAME. I don't want this game to die.
If any of my suggestions can't be implemented due to technical limitations or because my ideas are just too stupid, please say so, maybe i can refine them or something. Please point out factual errors, too.
Also, i'm terrible at putting things into words, so if anything about my suggestions is not clear enough, just tell me i'll try to clear it up.
Explanations for the thought behind the suggestions is in italics.
MECHS
maybe have the mechs sizes listed somewhere for a better sense of scale. (and so i dont have to use mech classes as a unit of measure for future suggestions, that im already working on, including 4 new mechs and 2 g2s)
Have the abilities list numbers for the abilitites (like, how much does the Bruiser's ability reduce damage and how long does it last?)
Also fix the ability timer already. the HUD should NOT spend one second at 0 and THEN go to deactivated/usable.
How do you even make a mistake like this, and how has it not been fixed yet? Seriously.
Remove the extra damage that turreted mechs receive from behind. Maybe marginally reduce frontal damage reduction.
Is the extremely limited mobility really not enough of a tradeoff?
Hue, brightness and saturation for the trim lines as well as saturation and scale for the camos should display numbers (from 0 to 255) in addition to the sliders.
CR-T Recruit
Since it was meant to be the starter mech i think its lefthanded weapons, besides the assault rifle, should introduce new players to other projectile behavior types with rapidfire weapons, too:
2nd weapon: Mini"flak"
This introduces newbies to the game's shotgun-type weapons
3rd weapon: "Bombcannon"
This is like the Grendaier's Rev-GL, except the projectiles explode on contact with the environment (like the corsair's default projectile), instead of bouncing off it, and should have higher rate of fire (comparable to the redox rifle). The damage and maybe heatgeneration should be reduced.
This would introduce new players to weapons with arcing projectile trajectories. The name is a placeholder, i couldn't think of a better name, and didn't just want to call it "Battlehammer", the weapon from Metroid Prime: Hunters it was inspired by.
Brawler
Ability: overreactive turret
Inspired by the real life "reactive armor" that can be mounted on tank (isnt this mech supposed to be a tank on legs anyways? And the shields seem to have them already mounted, too!), the turret mode's shields should be explosive! Specifically, when a certain damage threshold to the front side is crossed (not every single assault rifle bullet should set it off), a close range explosion is generated by the shields, as well as a 1 damage shot into the direction of the shot that crossed it (to maybe disable the enemy's replenisher). Should make rushing a turreted brawler from the front a little more difficult. The turrets regeneration should count against the damage threshold.
I think the Brawler's turret mode is basically worthless right now. it has basically no hit reduction and the selfrepair is not nearly enough to make up for it.
Left weapons:
Babybear instead of Vulcan
See Incinerator for changes to the weapon.
Too many mechs have a vulcan and i think the new baby bear would look good on the brawler.
Bruiser
Ability:
Should last as long as berserkers, since the damage reduction seems rather low.
Weapons:
Wildfire Missiles
Like hellfire, but much weaker with shorter reload time and less heat generation
I think the Hellfire causes the Bruiser to heat up too much, so I came up with this alteration.
Flak instead of vulcan
Since the hellfire isnt particularly suitable for close range, i think that the bruisers close range weapon shouldnt have spinup. Also too many mechs have a vulcan anyway.
"Bomblauncher" instead of assualt rifle
Pretty neat for denial of area, which fits the role of a suppressor. It also has a higher range than the assault rifle.
With these new left weapons, the bruiser should now have a close range burst, close range sustain, and midrange grenades. How is that for "versatility"?
Grenadier
Lefthanded Weapons:
"Bomblauncher" instead of Vulcan
With this weapon, the mech's ability would actually work with ALL left weapons.
Predator
Ability:
Maybe decrease that blur effect on the mech's model when it's standing still?
Weapons:
EOC Predator
If the firing button is held, the mines should come out much faster than if tapped in the"rhythm" of the current firing rate, but each mine fired this way after the first has increasingly more heat, causing overheat if you started at 0% heat and place all 8 mines this way (and dont use your left weapon in the mean time). The weapon should also not show up on the minimap unless rapidfired.
This should increase the speed of setting up traps while hopefully still discouraging an "assault" playstyle. Maybe now the predator can contribute better to taking points, but right now it takes a little too long to set up an effective minecluster.(maybe i'm just playing it wrong. it's not like i'm good at this game)
>>>URGENT
Technician
I think the tech should emphasize less on healing and more on (de)buffs, maybe this way being more "technical"
Ability:
Ability should, in addition of what it does now, increase the damage done by the helix in red mode.
Even with the general nerf for the helix' yellow beam that i want, the amount restored during active ability can stay as it is, i think.
Weapons:
Helix repair torch
Yellow beam should heal user only when ability is active.
Healing rate should be greatly reduced to maybe 10 hp per second, but increases to current strength when target repairs or when target's reconstructor is active. Additionally have it remove active debuffs from the target (maybe restrict that to the ability?) and have it apply a defense buff (shouldnt be too strong) to the target for as long as the yellow beam is hitting it
Simply put, the helix' yellow beam is too powerful right now. It pretty much negates progress made against the tech and its target and it can hide behind cover (including the target itself if it's a C-class) to heal while still healing the target, which also makes breaking the enemy lines a lot harder. The fact that it and the Incinerator compliment eachother so well doesnt help matters. If both teams are roughly equally skilled, the only counter to an Tech+Incin combo is using that same combo.
Tankripper instead of Hawkins-RPR
Deals decreased damage but inflicts a "fuel leak" ailment that slowly decreases the fuel of the target, slowing down fuel regeneartion and increasing the cost of boosting and flight.
PN-223
Slightly decrease damage per shot or slightly increase heat generation, have the shots deal eather 1% heat or apply the mama-bears debuff to the enemy.
To go with with my proposed theme for the tech, and since the weapon is bright red, i thought "maybe this weapon should deal a little heat"
Incinerator
Right now, this alleged "support" mech pretty much outclasses "assault" types in terms of damage, can make enemies overheat faster AND mitigates the helix' biggest limiting factor, becoming a difficult to destroy murder machine when accompanied by a tech. This absolutely MUST change.
Saare Launcher:
Should deal very little damage, maybe even in single digit range for the default mode, and insteal deal much more heat on hit
I think, being a supporter, it should focus more on manipulating heat; a supporter should be more "indirect" in terms of damage, rather than outright ousclassing "assault" type mechs. A good player should still be able win with this mech 1v1, by forcing the opponent to overheat, thus preventing damage to itself, while still dealing damage to the enemy.
Babybear:
Increase damage dealt per shot and effective range
This weapon may be meant to ease players into the incinerators heat manipulation, but as it is now, it is straight up inferior to the Incinerator's other weapons. It deals too little damage, but doesnt create enough heat to let the saare make up for it (especially after my proposed changes to the saare). I'd like this weapon to, in terms of strength, be a slightly stronger vulcan with more range, but that takes a few seconds to unfold its damage potential but also genrates more heat. Also with this buff it could be shared with other mechs (heavy mechs specifically; can you imagine a berserker with this thing?), like the brawler, since it focuses less on heat than the other bears. Also, why does the "Close-to-mid range" weapon have less effective range than the "Close range" papa bear? Seems like a silly mistake to make.
With these changes to the babybear and the saare launcher the incin should now have three different playstyles, according on what is dealt to the enemy: good midrange damage + a little heat (with Baby), good closerange damage + decent heat (with Papa) or little damage + a LOT of heat (with Mama)
URGENT<<<
Sharpshooter
Left weapons:
Replace AM-SAR with Explosive ordnance link rifle (EOL rifle)
Fires single mine sticks to surfaces. Unlike EOC repeater etc., it is hitscan, but deals less damage on direct hit and has reload time somewhere between slug rifle and ke-sabot to make up for the explosion radius.
Looking at the AM-SAR's stats, it seems to be kinda redundant with, if not strictly worse than, the SA-Hawkins. So I thought up a weapon that can somewhat help attack enemies who hide behind cover (due to the blast), which should make taking the AA/a missile silo a little easier for the sharpshooter.
The "link" in the name is because it fires one piece of the explosive ordnance chain at a time with lengthy reload in bewteen.
Reaper
Ability:death's knell (cause it's the (possibly grim) reaper!):
marks any target with X% hp within minimap range for the entire team for Y seconds.
the i'm thinking something like 10% health for 5 seconds might work? should the percentage be class dependent or should it instead be a fixed number?
maybe also have the affected enemies hear a strange, bell-like noise when the ability is triggered.
The g2 mechs should receive experience and level up like the other mechs; most importantly they should unlock a weapon at levels 3 and 5, since i think its pretty stupid to have them be this expensive and then not have alternate weapons. So i will also suggest the unlockable weapons.
Assault G2
Right weapon:
Burst vulcan Link
Alternate mode: Both weapons fire simultaneously
Otherwise identical to Burst vulcan described below.
Left weapons:
1: Burst vulcan G2as
There is no spinup, instead first shot deals increased damage and builds much more heat than the shots afterwards. Maybe reduce overall damage per second a little bit.
My idea is, that instead of spinning up, the barrel comes into motion by a small detonation inside the weapon (like a car's engine, i guess?), and that this explosion causes the increased heat and the stronger first bullet(since it would be expelled at a higher speed).
Since both its right weapon and first weapon are currently spinup weapons, this mech has a big problem responding to surprise attacks as well as with following targets around corners, so i think the spinup should be removed, at the very least for the right weapon. The extra heat generation is meant to discourage "abusing" the first shot.
2: Assault rifle G2as
I'd just like a "midrange" option.
3: Reflect vulcan G2as: Shots bounce off surface like re"flak"
Maybe have the range be inbetween Burst vulcan and assault rifle, with less damage than the vulcan?
Raider G2
Ability: Keeps speed in midair and when hovering and boosting
Left weapons
1:T32-Bolt G2ra
2:EOC-Heavy G2ra: strong arc, very short range when shot straight ahead. lots of damage on direct hit. Mine damage could be same as EOC-Repeater or less, depending on this weapons firerate and damage on direct hit.
3:Reflak G2ra: increased damage, less effective range
WEAPONS in general
The weapon stats MUST desplay MEANINGFUL numbers WITH UNITS; only having relative values is not helpful, especially weapons that would have more than one value in a stat
DPS should be damage per shot, not per second (im pretty sure the assault rifle does not deal 71 damage per shot)
Accuracy: what does this even mean? deviation? if so, it should be given in degrees.
Rate of fare should be in seconds (assault rifle doesnt shoot 50 bullets per second)
Effective range in meters
Short interruption here. I want to talk about this stat as it is displayed right now. Can i have an explanation how the assault rifle is "close-to-midrange" when the range stat is a paltry 3 points higher than the "close range" Submachine Cannon and how a range stat of 19 out 100 qualifies as anywhere near midrange, which should probably be closer to 50(or between 30 and 40 if 100 is supposed to indicate an "EXTREMELY long range")? Is the weapon's description just a leftover from before a change of range?
Heat rate: should be per shot (the papabear does a 100% heat neither per second nor per shot)
For charged weapons and right weapons with altmode, the changed values can follow after slash like DefaultDamage/AltmodeDamage. The weapons description should denote for when each number applies.
When a weapon DECREASES something, like the Yellow Helix removes damage and SAARE removes heat, the respective numbers should be given as negative damage/heat etc.
Add a "splash" radius stat for weapons that have such projectiles, like the HEAT cannon, and a spread stat for shotgun weapons, in degrees.
The shotgun weapons should have a "Spread"stat for their sector spread in degress (see below)
Make the TOW missiles fly in a straight line
I remember one of the devs saying on the stream that the swerving trajectory is purely visual. Dont do that. The appearant trajectory of any projectile has to match the actual one. Giving your players false information like that is absolutely forbidden!
homing Hellfire/Wildfire missiles need a sound indicator for when to dodge them.
Flak, mirv etc.: Damage roughly 75:25 (maybe change it depending on the specific weapon) between line of sight (like assault rifle etc.) and a spherical sector(spread) with a hard cut-off at the "effective range" (like the mirv already has).
Since the "flak" weapons are appearantly meant to be shotguns, they should have a spread since that appearantly is essentially the point of real life shotguns (to increase the chance of hitting the target), but by keeping the line-of-sight aspect (meaning full damage if enemy is at effective range for sector AND line-of-sight), accuracy can still be rewarded.
But since landing a hit that deals more than one point of damage 1 will be a little easier now, maybe the full damage needs to be slightly reduced.
My rough suggestions for the stats:
(Note that the descriptors, especially for range, are relative to eachother, e.g. "long range" for reflak and T32-Bolt isnt meant to be sharpshooter range. Power refers to combined sector and line-of-sight)
"Flak"cannon: High power, short range, wide spread
Mini"flak": Low power, short range, wide spread
Re"flak": Low power, long range, narrow spread
T32-Bolt(Uncharged): Low power, short range, wide spread
T32-Bolt(Charged): High power, long range, narrow spread
Mirv: High power, short range, middling spread
Mirv XT: Very high power, short range, wide spread
Breacher(Uncharged): Middling damage, short range, middling spread
Rename flaks to shrapnel guns or something
FLAK means, to my knowledge, FLiegerAbwehrKanone (Aircraft defense cannon), in other words anti-air cannon. The "flaks" in this game are not anti-air at all, they're more like shotguns. That thing in siege, that snipers and predators just seem to love camping outside of when a ship is in the air, is a FLAK.
ITEMS
When maxing a mechs level, that mechs starting item should be unlocked globally.
Have the g2s start out with the mk2 versions
HE-Charge: Increase damage to at least grenade launcher level, since it can only be used up to three times per life.
Portable scanner, radar scrambler and other such selfdestructing items should have a visible timer on the item slot.
A team's scrambler should have a different outline than the scanner on the minimap.
Portable Scanners should have its lifetime drastically reduced and maybe require an additional item slot.
It is basically the most useful item right now, much more so than any other besides maybe the repair-charge. Knowledge is power, and this item provides knowledge of the enemy's position for too long for how easy it is to use.
With the decreased lifetime of the scanners, there might actually be a point in having more than one per life.
ism disruptor's effect should last about 1 second longer, additionally should be able to be manually triggered (like the HE-Charge). with this change the emp should maybe require an additional slot. The ism also should also disable homing capabilities of hellfires and seekers.
ism needs to last longer to be useful, especially so it can be used against homing weapon users and it's too difficult to hit with and thus effectively use right now. the emp, since it shuts down the ability to fight back, might become too useful with just that change, so it will probably need to be rebalanced otherwise, like through change in required slots.
Holoprojector: moves around like a bot, "heals" when user does (unless holo is in midair), has a little drone in center that can be destoyed. Hologram vanishes when drone is destroyed
Now holograms are maybe more useful!
Turrets: They should be invulnerable while setting up
The rocket turret should either have its projectile self-detonate at the position of the target at the time the rocket was fired (similiar to TOW) or should be replaced with a seeker (with damage adjusted, since the turret appearantly doesnt have to deal with overheating)
I think the rocket turret too easy to dodge, simply by walking, unlike mg-turret.
Heat charge needs to transfer heat to target faster to successfully disrupt enemies, especially enemy incinerators
I think it should build up heat faster than an incinerator can fire with alt-mode saare even when that mech is not firing other weapons.
There should be a 2slot regenerator that reduces the item cooldown further to 3 seconds.
repair charge should grant exp for healing teammates. additionally, it should, like the helix, heal its target much slower if it is not in repair mode.
As for the internals:
They shouldnt have such a uniform slot system, some internals, ESPECIALLY the air compressor, are much more useful than other ones while having the same number of slots. Instead, have them vary more and have the "basic/moderate/advanced" just be indicative of when you unlock them
Cosmetics:
rename rd-squid to rd-jelly, because it looks like a sea jelly. I think whoever named it squid has no idea what a squid looks like.
MODES
Connecting players must be "stored" in a pool seperate from the teams of a server and only be actually assigned to a team once they are connected. Additionally, connecting players must not count towards minimum players needed to start a match.
A big problem with connecting players right now is, that when there's more than one, one might not finish connecting, which is really bad when that can result in one team suddenly having 2 additional players.
>>>URGENT
All team based pvp modes:
Spawn players as close to the teammates as possible. They should have a few seconds of incibiblity (2 or 3?) so they can reorient themselves and not be immediately destroyed by the enemy. During this time the respawning players cant fire and dont count towards capturing silos.
Maybe the respawning players should have a holo/ghost texture during invincibility?
Players should also be who repawn next to, by clicking on a players icon or name on scoreboard.
if a player chooses another ded player, it will respawn near that player when that one respawns.
if no player is chosen, or two ded players choose eachother, they respawn near next highest ranking player; if not available, player is spawned according to old spawnsystem.
It's kinda silly that the game tells us that "if we spread out out, we die", but then spawns us seperatedly all over the map, resulting in us being easy pickings for the still grouped up enemy team.
URGENT<<<
Players should be allowed to start with bots if there arent enough players. bots become replaced as players join. (Like in CoOp TDM)
>>>URGENT
Siege and Missile assault:
If team sizes become uneven due to a player leaving, a bot will join in its place.
This should be a no-brainer: Capturing points depends on having more players on them than the enemy team, so a smaller team is automatically disadvantaged, since it cant force a stalemate if the larger team has everyone on point. The bot's priority should be capturing/defending points.
Bots leave when players join (as in coop-tdm mode)
When a joining player would create unequal teamsizes (bots are not counted for the purpose of this mechanic), that player should be forced to spectate (should work like in botdestruction), until another player joins or a player leaves, to make the teamsizes even. Maybe spectators shouldnt be able to use the match chat, so that they won't interfere with the match.
URGENT<<<
Siege:
The engine of the ship should be invulnerable to playerfire until it is one aa-missile away from death. (give it some kind of barrier visual effect or something)
This is meant to prevent players from trying to kill the ship instead of taking the aa.
Change the damage output of the ship as follows: Main ship deals 4dps, each turret deals 3dps, for a combined 10 damage per second to the base.
With this change, there might actually be a point to shooting the ship's turrets! (I know it's a relic from a time when the ship used to shoot the enemies too)
The eu requirements below the base health should turn red once it is 100 or below.
That way, people might know when to go to the aa.
The base must have a bullet proof shield (similiar to the item) that extends up to the cut-off point for the base turrets
This way, the team can have a chance to approach the anti-air silo without being "baseraped".
The HUD should always show how many players of either team are at the anti-air silo, even when no ship is airborne.
This way I can tell if the enemy is already at aa, and thus not deliver eu to launch a doomed ship!
Have the EU that gets spilled inside the AA area as well as a little distance outside of it absorbed into the AA silo, without being able to be collected, while the AA is active/capturable. This increases the capture rate for the team trying to shoot down the airborne ship, but the defending team will still require having at least 1 player more on point than the enemy team to capure at all. Maybe have 250 eu (a full c-class load) result in doubled capture speed. if you implement a cap for the speed increase, the superflous eu is saved up, maybe until there's no ship in the air.
Deathmatch:
Top player becomes marked on map, if it doesnt take or land a hit for 30 seconds, it becomes marked on minimap (as if by scanner) until a hit is landed by or on it. Maybe the time should increase for every additional player. Cloaked mechs should only be shown every few seconds (like the scanner does)
This is meant to combat the long times spent searching the huge maps for the opponents
Have players receive the daily reward by placing in the top half of the players rather than just first place.(In case of uneven player number, middle player also counts)
Have the carousel show either all ten players or the top half
If only one player is left due to the other players leaving, the match should end immediately and the remaining player declared winner. Maybe have the timebased rewards adjusted to prevent abuse.
Coop in general:
Appearances for bots both freindly and enemy (the latter i guess not including Bot Destruction) should be completely randomized instead of only a handful of presets, meaning random chassis pieces, random camos for each piece, random drones and random thrusters etc. maybe even including things that are only available during certain times of year (like the valentine's and winter stuff)
I just wanna see what kind of "abominations" come out of this. The presets get a little boring after a while.
Add more classes (preferably all of them) for bots. With all weapons available like they are for the players.
Bot-Destruction:
Coop-Bot destruction should be included in "random match"
Tweak the difficulty
Right now i think this mode is too difficult, especially due to the homing suicide drones. You should rebalance the difficulty with the follwing in mind: Can a team of exclusively CR-T mechs with no consumables reasonably beat this mode? Or better yet, can a predator only team do it?
Players should be allowed to join a botdestruction in progress.
Make the friendly bots better, even if they have to cheat, so that even with only two players, a victory can be reasonably expected.
Right now the friendly bots are basically worthless, because they die a few seconds into the wave. When a player leaves, the attempt to beat this mode is basically doomed, because currently, no players can join a botdestruction in progress.
Dont have the boss waves spawn so many suicide drones.
That just feels like a terrible way to increase difficulty, and i think the cheating boss bots (like the facility's reaper with the sa-hawkins and the rocketeer with the rapidfire seekers) are difficult enough. It is absolutely NOT fun to get rushed by emps from all sides, get hit by the one you couldnt shoot down fast enough, and then get destroyed by the dozen bombers, bots and the hardhitting bosses.
Maybe you need actual bosses for this mode that aren't just beefed up player mechs and have proper attack patterns. i'm working on over 20 of them, but they are not yet ready for suggestion.
Add ism drones.
Have the bombers, emps and the proposed isms not go off upon destruction. (The corresponding achievements should obviously be removed)
As it is right now, even if you do destroy them, you get affected by them as if you were directly hit if they are to close, which is pretty stupid when they can fly and home into you.
Have the boss bots be somewhat randomized so that each attempt to clear the mode isnt always the same. For example, maybe have a final boss wave be a boss incinerator plus two boss techs (with reworked saare and helix, obviously)
"True last boss" CR-T after the last wave if atleast one person in team never died. No drones, no other ai bots, just a beefed up boss cr-t with special versions of items that have infinite uses and only take up 1 slot (meaning it has six items, so how about shield, detonator, mg-turret, he-charge, emp and ism?).Gives bonus if destroyed. Maybe make it have a special camo that you can unlock by beating it. Even if the players end up being defeated by this TLB, they still get the rewards for beating the mode and the players who didnt die until this bonus fight still get the associated rewards.
Add Coop-Siege and Coop-Missile Assault
Maybe players can learn basic strategies for these modes from the bots?
Bot behavior in general:
when a bot or a group of them finds itself confronted with an enemy group that is 2 or more players larger, the bot(s) should retreat towards other teammates.
Bot behaviour for siege:
1. Bots at first focus on getting eu
2. If either team's eu requirements are 100 or less, bots immediately move to aa, they wont deliver eu (disengaging from the delivery stations early in case of the enemy needing 100 or less), but may engage whatever enemy they see along the way. Maybe have them notify their human teammates to secure the aa.
3. Bots outside of aa will wait until at least as many teammmates are near/inside the aa as there are enemies inside. maybe have them harass the enemy from outside in the mean time.
Bot behavior for Missile assault
Should move towards a point that is being captured by the team, or towards an enemy's or neutral point, until it strays too far from the team. maybe it shouldn't leave a captured point it's currently in until it doesn't detect any enemies nearby, but it should abondon the point if outnumber by 2 or more players.
Change the offline tdm traing to an offline version of coop tdm. before starting the match you can change the difficulty along the entire spectrum of what you can find in cooptdm, as well as how many per team there will be.
Additionaly the HUD in training mode should keep a hit percentage, that resets every time your weapons cool down.
I really need it, its my first fps and im currently kind of a liability to my teammates (especially in tdm). Maybe this will help me improve my accuracy. (And give an excuse to play offline training again)
Maybe have it for coop-tdm as well?
Move map exploration to the sidebar or into training.
MATCHMAKING/SERVERS
Frequent leavers should have to wait longer to play again. After abandoning their team more than once, they should have to wait longer, starting at maybe 10min. and add 10 for each additional abandonment before the this timer is reset to 0 passed. to reset this counter to zero, have them complete maybe 5 team matches? Afterwards they can again abandon once without penalty (after all, this is just a game, if "real life" calls, then that probably should take priority)
This is meant to combat "ragequitters", who frequently leave a match they (think they) will not win and clearly dont care that, by abandoning their losing team, are putting the team at even more of a disadvantage. I initially wanted an outright temporary ban, but at some point i realised that the playerbase isn't remotely large enough to make that viable.
Matchmaker should take ping into account
I'm not really sure on this one, but wouldn't it be better if high ping players played with eachother rather than getting stomped by low ping players?
Matchmaker should have options to:
Choose the maximum progession of a match (percentage)
Progression should be as follows:
For team dm: time elapsed + how close the leading team is to 40 kills
For siege and Missile assault: How close the losing team's base hp is to 0
For dm: elapsed time and maybe score of the leading player (could the joining player reasonably beat this score with the remaining time?)
For bot destruction:
My suggestion about "frequent leavers" is not meant to include the people who get dumped onto the losing team in an almost finished match and immediately leave again. I'm sure these players would appreciate the implementation of this suggestion.
Choose the minimum quality
I'd like to be able to exclude sub 3star servers for matchmaking, especially 1star servers.
Choose whether or not to include private servers (that don't have a password)
I'd like to give irish mayhem another try, but i'm usually the only person on the server, because everyone leaves before we can have 6 players.
Matchmakers random match should include coop modes (especially bot destruction)
I want bot-destruction in there in the hopes of more people getting dropped into that mode.
Allow selection of which modes to include into "any mode"
This way, i (and maybe other players) can basically unselect the matchtype that the daily reward has been already received for.
Serverquality must not change after the start of the match, even if new players join
This way the mmr disparity resulting from players allowed into a running match, as well as players put in to it by the matchmaker, should be decreased.
serverbrowser should be accessible in garage before and after the match
serverquality must be visible below or next to the server name
if i know that the server i'm on is 3 stars, i dont have to leave it after the match!
serverbrowser should show time remaining and base health of the running game
empty servers should not constantly reset to their deafult map.
I got kinda sick of playing siege on origin and missile assault on wreckage is getting kinda old, too.
SYSTEM
Change the scoreboard/hud interface so that it can that 24 players can shown on servers that allow this many.
When the player is destroyed by its own projectile, the should display killed by pilot error (although for experience and points, the last enemy to land a hit still gets the kill)
Have the achievement exp added to the free universal exp pool, since only get them once
"Assists" should also list the average percentage of damage dealt to assisted kills
Resize the enemydots etc. on the minimap according to the size of the displayed amount of map and make sure its correctly aligned (in botdrestruction on frontline, i think some spawnpoints are misaligned on the minimap right now. also on frontline player icons are often shown as INSIDE buidlings)
Change the brightness of the dots depending on the corresponding mech's elevation relative to the player. (Brighter=Higher,Darker=lower)
Also put a transparent circle in the center with its radius according to the mech's size (and maybe another one that indicates where the actual field of view starts, if it somehow isnt identical to the other circle)
Option to turn off booting sequence at start of match
By spawning into the match a few seconds before it starts, the booting sequence might still be going when the match actually started, which means that the minimap is not immediately available, which means i don't know where my teammates are going.
Some kind of manual section that explains game mechanics, especially for siege and missile assault, and also has a list of commands for the command lines.
What i want to see in the manual includes:
A little bit of "lore"/setting background
The controls
Game mechanics for mechs in general (for example, telling the player that boosting, shooting and hovering makes you visible on the enemy's minimap, or that spending all your time in turret mode is not a good idea)
More in-depth description of the weapons and abilities, especially the righthanded weapons with alternate functionality. Maybe include explanation for abbreviations (EOC, HEAT etc.), too?
An explanation for the types of mechs (assault, suppression, defense, assassination, long range and support) and how each mech mech accomplishes that role with each of its weapons.
Explanation of the game's interface
Explanation of game mechanics
For Siege:
Explain the eu mechanics
How many people even notice that the eu requirements for both teams go down by one eu per second when no ship is up, or that the eu stations dont lose whatever eu they still have stored when a ship prepares to launch?
Explain the ship mechanics
Explain the aa mechanics:
Your team needs to have atleast 1 player more inside the anti-air area than the enemy team.
For each player you have more than that on point the anti-air missiles are launched faster.
Suggest some basic strategies like:
"The anti-air silo is the most important part. You can't win if you don't take it.
Pay attention to the eu gauges beneath the base hitpoints. When either team is about to launch (about 100 eu or less) you should head to the anti-air silo. Don't deliver the eu, you'll be needed at the anti-air. If you die on the anti-air and lose it, you can just get new eu after the ship is shot down. But you can't get back base health."
For Missile Assault:
Explaining the silos' mechanics:
Controlling all three silos makes them fire faster.
Your team needs to have atleast 1 player more inside the silo area than the enemy team to capture it.
For each player you have more than that on point the silos are captured faster.
Take the silos TOGETHER as a large group to not only capture faster, but also not get overwhelmed by enemy groups.
A lot of players would probably play a lot better if you actually bothered to explain more than the barest minimum about the game mechanics to them.
An indicator in the chat window for when the character limit of the chat window has been crossed.
I hate it when i'm explaining something in detail only to have half my text cut off.
There should be an ingame feature to report bugs and "malicious" players (hackers, , players who only insult others, players who play "in bad faith")
Basically an in-game version of your zendesk page, i guess.
Just to be clear, "playing in bad faith" includes never entering the anti-air silo in siege, instead camping outside to snipe enemies, KNOWING that this would likely mean defeat for the team, and belittleing teammates who call that player out on it, right?
BONUS: New Mech suggestion (this was originally part of a seperate list of suggestions containing actually new stuff, but i figured this one would be easy enough to implement to include here)
G2 Sharpshooter aka Civ
Basically, i just want the civ-model to be officially assigned, and i think i read that civ used to be used as the default sharpshooter model in alpha phase, so there. i want this one's gimmick to be "high damage at long range, long reload times"
Stats: Fueltank>Airspeed>BoostSpeed>Overheat>Radar>FuelRegeneration>GroundSpeed>Armor
(G1 Sharpie's for reference: Overheat>Radar>Fueltank>Boostspeed>GroundSpeed>AirSpeed>FuelRegeneration>Armor)
Ability: G2 Poweshot
Slightly weaker version of G1 Sharpshooter's ability, but while it is active, shots can penetrate shields (like charged breacher)
Right weapon:
KE-Sabot G2ss
Left weapons:
1: Slug rifle G2ss
2. Breacher G2ss
Uncharged shot should have narrower spreas and longer effective range than standard version
3: HEAT Cannon G2ss
In accordance to the proposed gimmick, this version of the HEAT should have an increased reload time and, to compensate, either increased damage or a larger explosion radius.
Edited by BismutZornisse, 16 May 2015 - 06:18 AM.