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Post by Mafty Navue Erin on Nov 4, 2004 18:50:14 GMT -5
I kinda don't think having too many levels is a good idea. Too much complexity and high bonuses might offer more broken scenarios and a higher chance of error due to increased game rules to remember.
Level 3 at max is good enough. Please also take note that one single pilot skill should, in no way, be superior to a class-limited ability, which is visible in SRW. (A combination might be another matter altogether.)
As for now, I'd limit the skill set to the ones that had already appeared in SRW. After all, we're based on it. We can add more skills in the future, but for now, let us see the results they garner first.
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Post by Ryune Zoldark on Nov 4, 2004 23:16:34 GMT -5
I don't really see a need to do it any differently from the way SRW does it, with 6 slots and as many levels as you want. Maxing something out is EXPENSIVE. I mean, let's take Gunfight for example. To get L3 is 750 UPs. L3 Engineer is 1200 UPs. L3 Concentrate and L3 Bullet Save is a whopping 1800 UPs. And when you don't normally get much over 72 UPs in a single match, it can take a long time to fill out a person's skill tree. It could be said that each person's class is itself an ability, and so take the first slot automatically, such as Psychodrivers and Tensai in OG, and some other special skills in MX. I second what Umbaglo said. It's hard enough to gain enough UPs to use as it is. I doubt anyone will be able to buy all the skill they want within a short time. And the idea of making each class's special be an ability is a good idea. Maybe something like this? Personal Trooper - Attacker Psychodriver - Psychic Overload Mazinger/Getter/Grendizer - Dairyoku? Tensai - Status immunity perhaps? NT - Pressure?
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Post by Aslan Cross on Nov 5, 2004 4:47:05 GMT -5
Make revenge usable in fights that involve more than 1 mech, aka not a duel? That makes it mostly useless, as a huge percentage of fights are duels. Besides, it requires being hit, status attacks counted. Keep in mind that a 20% bonus only becomes really big on a high-damage attack. And knowing that your opponent has revenge, you'll probably be prepared. I don't see why it should be nerfed so much. Umb> I agree with you on that we should just have the six slots like in OG. However, there were level caps in OG. They couldn't go beyond Lv. 5. In fact, in my current OG game, Latouni's purchased Gunfight skill wouldn't go beyond +3. Her Inherent Gunfight skill maxed out at 5. For some reason, I remember maxing out both at Lv 5 in a previous game, but 5 was the highest it got. Furthermore, since we crunch numbers in a way completely different from SRW, I do think that's a very good reason to do it differently. SRW had the luxury of larger numbers, and Gunfight's normally normally tiny +50 to base damage bonus could stack to insane levels eventually. We can't struggle with small increments here. A few levels (3) should be enough, with a maximum at 5. And really, many people here burn through fights really fast, even with the congested queue. For them, needing a lot of fights isn't really a problem.
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Post by Kyoryushin on Nov 5, 2004 5:23:30 GMT -5
I kinda like mao-baka's idea, from what i see it would ake those specialize class better outside of there respective units. Heck with some of the tuff i see here, 4 slot is lots enugh for me ^^
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Post by Umbaglo on Nov 5, 2004 7:13:05 GMT -5
When I said "as many levels as you want", I meant unrestricted by anything else you purchased. So if I had Lv3 in another skill, it's not going to prevent me from getting Lv3 in a new one.
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Post by Aslan Cross on Nov 6, 2004 8:21:56 GMT -5
Oh, ok then.
Anyway, after looking at it some more, I think there is some logic in just keeping the number of skills at 4 for all classes. Unlike SRW, we rely a lot on our pilot abilities, and these skills can be seen as extensions. Hence, we don't really need as many as 6.
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Post by Umbaglo on Nov 6, 2004 11:01:35 GMT -5
That makes sense. As was pointed out earlier, in the games, Psychodriver and such take up skill slots. I don't know if things like Newtype do in MX, but I would suspect so. Super/Hyper were also skills.
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Post by Mechalomaniac on Nov 6, 2004 16:01:52 GMT -5
They do Umb.
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Post by Kyoryushin on Nov 6, 2004 20:00:05 GMT -5
4 sounds good to me too^^
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Post by Tavish on Nov 6, 2004 20:36:33 GMT -5
With 6 skill slots in the games, from my understanding so far, the classes in here are really kinda "big," so to speak, compared to what's in the games, so 2 slots seems appropriate.
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Post by Mafty Navue Erin on Nov 6, 2004 20:54:05 GMT -5
I may be conservative about this, but I think what Tavish said may be appropriate: Let's implement 2 slots per class for now and wait and see how things go. As you all may have noticed, I am a bit worried about how things may result in due to these pilot skills. (Possibility of broken combo's come into mind.)
We can always add more slots in the future.
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Post by Umbaglo on Nov 6, 2004 20:56:04 GMT -5
I'm pretty sure he meant 2 slots taken up by the class.
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Post by Mafty Navue Erin on Nov 6, 2004 21:06:23 GMT -5
I see.
Nevertheless, the suggestion still stands of giving 2 slots per class instead of 4.
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Post by Tavish on Nov 6, 2004 21:42:27 GMT -5
It is a somewhat conservative approach, but it does seem wise. Adding 2 for now and consider another 2 for later?
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Post by Regris Kallen on Nov 6, 2004 22:17:18 GMT -5
... yeah, lemme get up my idea of how this is gonna work here for a second...
Just, uh, give me a bit.
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