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General Category => New Ideas => Topic started by: adamsky on November 10, 2011, 04:38:00 PM

Title: Mech pilots
Post by: adamsky on November 10, 2011, 04:38:00 PM
Seems that the next big feature will be Mech pilots.


Mechs will no longer recieve experience. Experience will go to Mech pilot. Mech pilot will be 'immortal' (escaping capsule launched when Mech gets destroyed). Mech pilot will gain levels and have bonuses. Bonuses will affect the Mech when you assign a Mech pilot to it.

Recovery and upgrade will be replaced with assigning pilot to a Mech. When you loose a Mech, you need to build a new chassis and assign a pilot. You don't upgrade a Mechs - you simply assign pilot to a new chassis (old one may be recycled or used without a pilot).

There will be limited number of pilots. Some Mechs will not have a pilot (controlled with AI). Mechs without pilots will not gather experience. Simply some Mechs will be boosted with experience bonuses and the rest will be just cannon fodder.

In future, we will try to add more RPG elements connected with Mech pilots (characteristic, training, medals, perhaps some quests).

We will be working on additional bonuses for Mech pilots (increasing weapon parameters).



I'm starting to work on details so I'd like to know what do you think about it.
Title: Re: Mech pilots
Post by: Baka on November 10, 2011, 06:06:17 PM
"limited pilots" doesn't really sound good. maybe we can start by having 3 pilots from the begining and recruit more later from (to make it more rpg element) a bar (drunk mech pilots...).

additionally, pilots with higher INT point can "upgrade" mechs by maybe adding more weapons (which would mean weight system need to be adjusted). while upgrading, the pilot and the mech will not be available for mission for a certain amount of time. the smarter the pilot, the shorter the time needed to do the upgrade.

if this were to be implemented, then there should be a pilot academy (or dormitory) and maybe pilot training facility, and stuff.

where i m going with is, i want more building spaces...
Title: Re: Mech pilots
Post by: adamsky on November 10, 2011, 06:33:20 PM
Quote
"limited pilots" doesn't really sound good. maybe we can start by having 3 pilots from the begining and recruit more later from (to make it more rpg element) a bar (drunk mech pilots...).
Something like that... I was thinking about 3 pilots per city or 5 pilots in 1st city an 2 pilots in next ones...

"Limited" means that you can't have for example 300 or 500 of them. :)

Quote
if this were to be implemented, then there should be a pilot academy (or dormitory) and maybe pilot training facility, and stuff.
There will be only 1 building. It will replace Recovery Station. Most propably we will even use the same icon, rename the building and change it's purpose.
Title: Re: Mech pilots
Post by: Baka on November 10, 2011, 07:05:06 PM
... i just want more building spaces for other stuff like the rockets and antimatter containment. this is just an excuse.

anyway, what i meant was having more pilots should be better. maybe it's made the same way as building a city. more city, more MBB. more pilot, higher "converted recovery station". maybe max at 8-10 per city.

and no AI mechs. maybe remote controlled. meaning 1 pilot can pilot it's own mech as well as drone mechs. the amount of drone mechs will be depending on the pilot's stat. the 3 basic stats that i m thinking of is Dexterity, Intelligence, and Concentration. Higher Dex, faster reponse time, lowers TU. Higher Int, better at strategy and intelligence gathering (enemy mechs data) and increase mech upgrade ability. Higher Con, better at evading and targeting. Con+Int+Dex = more drone mechs.

That way, it can overcome the "100 AI mechs vs 2 piloted mechs" scenario. well it can still happen but at least there will be pilots in the battlefield. not just drones.

One thing i just thought of. If mech got destroyed, there's a percentage of chance that pilot maybe injured (to replace mech recovery time.) Pilot recovery will be automatic (since you cant really say: you don't heal till we have more resources). This way, even attackers would have to weigh the risk of losing controable mechs due to lack of pilots.

I know all of these suggestions spell less mechs fighting in a battlefield but it would certainly lead to a more different and more interesting gameplay.
Title: Re: Mech pilots
Post by: Gears Man on November 10, 2011, 07:07:23 PM
But if that is going to happen we might need the mechs to consume less power cells cause we'll need to lots of AIs mechs to protect the pilot mechs and also we need the recovery station to repair AI mechs in our cities.

Do we?
Title: Re: Mech pilots
Post by: EmeraldLust on November 11, 2011, 10:15:36 PM
I think the cell consumption can be the same as it is. I would like to see the pilots capped by the level of the control center in the town. Higher the control center more pilots. (1 pilot per 2 levels of the control center?)

The pilots can be treated like a weightless add on equipment to add to your mechs. It would also be nice to have the pilots effect AI mech going into battle with it. A pilot would be able to adapt and tweek the AI in the middle of the battle to adapt to the situation or something like it.
Title: Re: Mech pilots
Post by: adamsky on November 18, 2011, 06:24:42 PM
Quote
maybe max at 8-10 per city.
It's not really a limit. I mean most players will not have 15 or 20 Mechs per city. Perhaps some top players or those who produce lots of Raptors. Regular player will have no more 5 Mech per city.

I think it would be better not to set any limits (each Mech gets a pilot) than to set it to 10 Mechs per city.

I wanted to set limits to push the game more towards RPG. If you have 10 pilots, they can really mean something. You can set them different avatars, name them, set ranks and create a team. We can also increase bonuses to make pilots more valuable. With 80 or 100 pilots, it will be like naming Mechs now (Spider01, Spider02, ... Spider 28, ...).
Title: Re: Mech pilots
Post by: Neo on November 18, 2011, 08:38:17 PM
Not necesarilly, Adam, real active players have alot of mechs. Limiting the pilots won't bring balance. If you have a 50 pilot limit there will still be cases of players who have 50 pumas and other that have 50 novas.
And redarding names, there are players and players. Some name every mech, even tough they have 200, some don't even name their cities.
Title: Re: Mech pilots
Post by: adamsky on November 22, 2011, 05:10:07 PM
I don't want to limit Mechs. You can still have 300 Mechs. 30 of them will be "special" with experience, bonuses, etc. Remaining 270 will be just plain soldiers.

Personally I don't know a player who gives unique names to 200 Mechs. Is there any? :) Yes, I realize there are different players, I'm talking about most popular approach. If we give pilot for each Mech, we are not really pushing the game towards RPG. In fact we are not pushing it anywhere. Game mechanics remains unchanged, we just make Mech upgrade and Mech recovery easier and cheaper.

Another reason is bonuses. We want to make experience bonuses more powerfull. If every Mech can use bonuses, we have to be cautious (better bonuses increase the difference between top players and the rest). If limited number of Mechs can have bonuses, we can make those bonuses better.
Title: Re: Mech pilots
Post by: Gray Death on November 23, 2011, 06:10:53 AM
All my mechs start with an alphanumeric designation. Then they get a real name once they see some action.

Examples.

Spider Tank lvl 11 (Fist ST built)
ST-1 Asmodeus

Wolverine lvl 0 (6th one built)
W-6

Vulture lvl 0 (Replacing an experienced mech that was destroyed in battle)
V-3.1


Make a bit of sense?
Title: Re: Mech pilots
Post by: pelthalas on November 29, 2011, 11:57:30 AM
How about a special building to train and house mech pilots?  Pilot academy or something, the number of pilots available could then be determined by it's level.  Based on your desire to limit the number of available pilots, I suggest a maximum of 3-5 levels for the Pilot Academy.  The science academy could then research different training skills based on academy level as well, with higher research levels allowing pilots to train a given skill to higher levels.

Downsides to this approach include pilots being limited to cities with a Pilot Academy and cities having one more space to find for the academy to occupy, as well as power to keep it working.  Nonetheless, this provides the core of a nice roleplaying element to the game.

From a storyline point of view, it is not absolutely necessary to use AI for mechs.  In any story there are mooks, unremarkable individuals who do their job adequately but never really shine these would be simple un-named pilots.  Then there are heroes, the people the story is about.  In this case they are the eponymous Mech Heroes, special guys who add something to their vehicle.  They would logically be few and far between, and this approach would make more sense from a logic standpoint.  (How would anyone ever learn to pilot a mech if the mechs all run from AI, let alone get enough experience to become heroic?)
Title: Re: Mech pilots
Post by: adamsky on November 29, 2011, 04:51:40 PM
Quote
How about a special building to train and house mech pilots?  Pilot academy or something, the number of pilots available could then be determined by it's level.  Based on your desire to limit the number of available pilots, I suggest a maximum of 3-5 levels for the Pilot Academy.  The science academy could then research different training skills based on academy level as well, with higher research levels allowing pilots to train a given skill to higher levels.
Good idea. This could also be the way to limit pilots. You start with a single pilot and when you build up your cities, explore NPCs and attack other players, you find more and more gifted pilots among your soldiers.

Quote
How about a special building to train and house mech pilots?  Pilot academy or something, the number of pilots available could then be determined by it's level.  Based on your desire to limit the number of available pilots, I suggest a maximum of 3-5 levels for the Pilot Academy.  The science academy could then research different training skills based on academy level as well, with higher research levels allowing pilots to train a given skill to higher levels.

Downsides to this approach include pilots being limited to cities with a Pilot Academy and cities having one more space to find for the academy to occupy, as well as power to keep it working.  Nonetheless, this provides the core of a nice roleplaying element to the game.
We'd rather not house Mech pilots in any building. There will be situations when you have more pilots in a city than capacity of the building. Hard to say what should we do in such situations. Building can be destroyed, you may want to concentrate your army in a city that doesn't have this building at all, etc.

Pilot Academy will be there.



At the moment plan looks more or less like this:

At first we will implement pilots in a simple version. Pilots will have the same set bonuses as Mechs have today + evasion bonus. You can also expect some balance fixes (new cost of bouses, etc.). We will focus on the part with asigning pilots, try to find proper limits, etc.

If we see that it works ok, we will go the second phase. Each pilot will have set of statistics (like Dexterity, Intelligence and Concentration suggested above). Those stats will ofcourse affect bonuses that pilot adds to Mech. Most propably we will also add skills. For example: pilot with high concentration and high perception may go to Pilot Academy for a short training and gain 'sniper' skill (increased damage when using sniper weapons).

3rd phase will be adding more RPG elements.


Ofcourse it's just an early plan and many things may still change. We are waiting for opinions and suggestions.
Title: Re: Mech pilots
Post by: Ganymede on December 06, 2011, 03:12:21 PM
i think you should really put in quests for the 2nd phase at the latest. they should be easy to balance and once determined to be so, are fixed -- you can just keep adding new ones for more variety. quests become available upon reaching certain # of mechs built, certain labs researched, certain chassis types built, certain pilot level, etc. the quests focus on giving primarily exp, but can also give items and maybe resources. they could also grant a skill like what you mentioned ("sniper"). you'd put a Quest tab in the pilot academy screen to browse the list of available ones, and check their progress in a Quests tab in the missions screen. quest descriptions should give some clues as to what you would be facing so that one could hedge against mass destruction. perhaps in lieu of giving too informative a hint, you could lessen the consequences; e.g., a quest can result in failure and award nothing, but mechs won't get destroyed. quests can also place restrictions: no chassis above ___, no power cell usage greater than ___ (like in tournaments), no more than ___ mechs, pilot level range __ to __, no weapon ___ or armor ___, skill ___ required, etc. in fact, using that last restriction you can implement a skill tree system: you could have it so that the only way to acquire skills is by succeeding in certain quests, and certain quests can only be obtained if you have other skills; in effect, placing prerequisites on skills themselves.

topic change: pilot stats

an easy way to start off for stats is to line them up directly with the current mech upgrades. first, we have to get the nomenclature right. "stat" is better described as an attribute -- something inherent in the pilot that usually adds to a basic measure of performance and combines with other attributes to give access to new skills/jobs or talents. skills/jobs are things the pilot can do -- this would be the most logical characteristic for altering the mech directly. talents are natural abilities of the pilot -- this would be the most logical characteristic for acquiring new combat tactics. skills/jobs are typically "ranked" -- you can increase it for added effect -- whereas talents are usually 1-shot deals: the pilot realizes it all at once.

here's a sample attribute/skill/talent array:

attributes:
fortitude - a point in this increases mech hull strength linearly*
intelligence - a point in this increases availability for acquiring ALL skills/jobs and some/most talents
reflexes - a point in this increases combat speed linearly**
wisdom - a point in this increases availability for acquiring some/most skills/jobs and ALL talents

jobs:
outfitting (req. fort, int) - increase mech capacity linearly
pit crew (req. int, refl) - increase mech re-arm speed by %
mechanic (req. int, refl) - increase mech repair speed by %
armorer (req. fort, int) - increase mech hull strength by %
efficiency expert (req. fort, int, wis) - increase mech capacity by %
scout (req. int, refl, wis) - increase mech travel speed
master engineer (req. fort, int, refl, wis) - upgrade chassis type

talents:
defense (req. fort, wis) - access to "enemy defense analysis" tactics
offense (req. refl, wis) - access to "enemy weapons analysis" tactics
tactics (req. int, wis) - access to "advanced tactics" tactics
sniper (req. int, refl, wis) - bonus to long range weapons' range/accuracy/damage/etc
blitzer (req. fort, int, wis) - bonus to short range weapons' range/accuracy/damage/etc
supplier (req. int, wis) - bonus to mech capacity only for equipping transport platforms
ranger (req. fort, int, refl, wis) - opens an item slot***


* i could make an argument for how/why hull strength increases with an attribute rather than a skill as my description above would suggest, but for balance and design purposes having HP linked to an attribute is always better.
** the argument for this is simple: a mech has capable performance of much greater than a pilot can take advantage of -- an AI controlled mech e.g. could react much quicker (albeit make unwise decisions).
*** just a random thought: all mechs have the same # (and many) slots for items. why not limit them and unlock new ones as an ability?


i will definitely keep an eye on this thread. i've been designing RPGs (by myself anyway) since i was a kid and i love this stuff.
Title: Re: Mech pilots
Post by: Whermech on December 10, 2011, 01:57:15 AM
I think mech pilots is great idea keep banging away on that idea admins i like it....

Warlord WherMech
Title: Re: Mech pilots
Post by: adamsky on December 12, 2011, 04:05:46 PM
What ideas do you have for quests?

We will add some kind of "Mech patrol" option. Player will be able to send Mechs to a patrol that lasts X hours. Mechs will be safe (out of the city). After each patrol player will recieve certain ammount of experience. There will be some option for emergency call back.

What else?


What do you think about pushing it a bit further and introducing "city administrators"? It would be a person that runs a city. Administrator could add bonuses to resource production or construction time of Mechs and equipment. This would be a way to limit players growth, a replacement for current 800-point requirement (to settle a new city you need to have a free administrator). Most propably we would introduce additional rules, for example: to settle 118 spot you need a better city administrator than for 334 spot (so those who hunt for 118 only would have to put some additional effort).
Title: Re: Mech pilots
Post by: Tyrranus on December 12, 2011, 08:51:52 PM
Sounds good to me. Tho Id make the hours of patrols selectable by the user(and XP scales by time)
ideas for some PvE

Tech prospecting, send mechs out for X hours (user selectable) depending on how long you are out, and how big a force you send, you have a scaling % chance to discover some old prints or damaged gear in some ruins, this gives you Y number of minutes toward researching a random tech. Multiple runs of this would add up over time(add in a simple barrier so that no more than 75% of the required time could be accumulated this way.) You can add a second check so that you only get tech you have not researched yet.

Resource Hunter, similar to patrol but instead of XP the objective is resources. You can choose how long you want to forage, and what type of resources you want(or choose all), and depending on how long you are out you have a % chance to get some resources(up to the army's load capacity).

----
PvP idea, arena combat. You send units to an arena and directly challenge a player (with a similar cell sized army) or choose to sit there and accept challenges. Once you win/loose your army returns, no real damage occurs(ie all damage in fights is repaired for free). This nets you 1/3 the XP of normal city attacks. Optionally you could sign up for live fire arena, where all damage/losses are real but survivors get normal XP

----

More Radical PvE, "dungeon crawls" you gain direct control over a mech (or perhaps 1-4 mechs) in a top down map and  have to navigate the "dungeon" to complete "quest" objectives. Rewards would be XP(probably 1/3 or 1/4 normal combat xp) and perhaps mech equipment(maybe even research similar to above suggestion) but not artifacts, perhaps even a fully loaded mech is recovered.
Title: Re: Mech pilots
Post by: Kalc Foo on December 13, 2011, 02:58:10 AM
I like your City Administrator ideas.  The Administrator should be able to die in a-b weapon attacks.
Title: Re: Mech pilots
Post by: Neo on December 13, 2011, 03:01:15 AM
I like your City Administrator ideas.  The Administrator should be able to die in a-b weapon attacks.

Yeah, let's kill everyone. Why so bloody, Kalc? Chill
Title: Re: Mech pilots
Post by: Sturm on December 13, 2011, 03:41:40 AM
I like your City Administrator ideas.  The Administrator should be able to die in a-b weapon attacks.

Unless that City Administrator happens to be.....CHUCK NORRIS!!!!!
Title: Re: Mech pilots
Post by: adamsky on December 13, 2011, 11:35:48 AM
I like your City Administrator ideas.  The Administrator should be able to die in a-b weapon attacks.
Only when you destroy the city to the bare ground.
You can have only one Chuck Norris and he will administrate your last city.  ;D

PvP idea, arena combat. You send units to an arena and directly challenge a player (with a similar cell sized army) or choose to sit there and accept challenges. Once you win/loose your army returns, no real damage occurs(ie all damage in fights is repaired for free). This nets you 1/3 the XP of normal city attacks. Optionally you could sign up for live fire arena, where all damage/losses are real but survivors get normal XP
Not planned. We have fights without casualties during tournaments.

Hopefully the fact that you don't loose experience when you loose your army (Mech pilots, escape pods, etc.) will make people more eager to risk PvP combat. At the moment you can create army of 20 ST at level 15+ on NPC. Loosing such army (more than possible in PvP) is a major pain.
Title: Re: Mech pilots
Post by: Tyrranus on December 13, 2011, 09:51:34 PM
thats cool with me adam, I figured Id just toss out all the ideas I had at the time since you were lookin for a few
Title: Re: Mech pilots
Post by: Ganymede on December 16, 2011, 08:56:25 PM
(sorry t's been a while, it's been a crazy week)

quests i think would provide a richer experience if they were specifically geared toward pilots serving different jobs, and those quests would reward those jobs (higher rank in a particular skill). examples like tyrranus' are good. other examples would be rescue operations, hired fortification, specific patrols (keep an eye out for __, and expect to fight it), escort service (no, not THAT kind of escort), assassinations, cargo transport, scouting missions, etc. I think whatever the descriptions, quests would fall under 6 basic categories:
a) offensive combat, b) defensive combat, c) goods collection, d) goods retention, e) info gathering, and f) plain ol' time wasting. so my thought is that each basic category will have different goals and requirements:
(a) requires you to deal at least a certain amount of damage in a skirmish. you can count damage as total hull damage or equipment damage.
(b) requires you to survive with a certain amount of hull points and/or equipment intact. it could also mean that you have other mech(s) with you that you must keep alive.
(c) is just that -- acquire a minimum amount of resources/equipment.
(d) is like (b), except you need to retain a minimum amount of equipment/resources you have loaded into transport platforms.
(e) is a bit fuzzy, but also can have the potential for the most interesting quests. for example, you know when you go to an NPC camp just to see what's there, and sometimes you don't get close enough or stick around for long enough so that when the battle report comes back all you see are "?" for the mechs? perhaps a quest can be that you need to successfully identify mechs at some location. other info gathering missions can be like simulating satellite scans: sneak into a rebel base and determine how many resources they have or what kind of buildings they've built.
(f) is like something you've already mentioned: standard patrol duty that just gives you exp the longer you're out. given the other options and the fact that this kind of mission is really doing you a favor by not having vulnerable mechs at home, i'd say the exp gain should be pretty small.

the "how" of accomplishing these is based off of the equipment build of your mech and the bonuses the pilot can provide. combat quests are straightforward in this, but in a quest where you have to retain goods, you need to make sure you have enough transport platforms, but perhaps you may want more in case some get damaged? perhaps you want to add armaments instead to kill whatever is after you before you can take enough damage to destroy a platform? more pilot-centric quest executions are inherent in (e): the better int and dex you have, the better your chances to spy out the rebel base. perhaps having the sniper talent can suppress possible notice and give you an advantage for viewing at greater distances, reducing your chance of being caught. also, for any quest, time is definitely a factor. for example, if you're going on a resource gathering mission, you're looking for a rare vein of crystal so the longer you specify to go out on the mission the better your chances of harvesting more of it.


city administrators is a great idea! now we're starting to think like the mechanics in Master of Orion 2. Are you familiar? well, if not, trust me it's fantastic. they have features similar to what we're talking about here: you have just general "leaders," and some leaders have strength in combat, but some have strength in building infrastructure (reduction in production time), some have strength in harvesting resources, etc. So in much the same description i've given for pilots already, you can give these to administrators: they have the same attributes to allocate at level ups, but their skills/jobs are different (harvesting, logistics, city development, etc.) and their talents are likewise different. and using them to get rid of the arbitrary 800 point rule is also fantastic. it's more realistic to say you need an administrator than you need a certain size city. the acquirement of a new administrator can be considered the current administrator being able to "mentor" a new admin. so in my framework, mentoring can be a job you can get that has pretty high attribute requirements; i.e., the level of the administrator now dictates the availability of getting a new city. that just leaves the question of how administrators can gain exp....

well, elapsed time could be a part of it, or perhaps you need certain levels of their skills/jobs which can be increased by focusing in the respective job: for example, an admin can gain skill/job ranks as being a harvester by the total amount of resources you can generate and/or acquire through harvesters/farming.

the most important thing here is to have a unified system that can apply to everybody, as it benefits both parties. it benefits you as programmers so that you don't have to write in little exceptions to differences in rules between pilots and administrators, and it benefits the players by allowing them to build their strategies around a unified set of mechanics, essentially letting them plan out their administrators and pilots together to best serve a specific purpose for their city.
Title: Re: Quests
Post by: Sturm on December 21, 2011, 09:19:55 AM
I'd like to see something similar to the tournament added as a repeatable quest. Player allowed to dispatch limited # of units based upon cell/cost. New patrol where your units encounter hostile units, and gives some form of reward. I think this could be also interesting for mech pilots if the pilot became available to recruit only after defeating a difficult patrol quest.

example:

level 1 patrol quest-easy: 1xNPC Unit 1xWeapon - reward= tiny amount of resources

level 1 patrol quest-medium: 1xNPC Unit Max#Weapon - reward= small amount of reso, cheap equipment

level 1 patrol quest-hard: 1xNPC Unit Fully Upgraded Max # weapons and armor - reward= larger amount of resource, some of the npc's items, and "Pilot A" now available for recruitment.

And as you defeat all 3 difficulties of each level, the next level becomes available for tasking. Maybe a neat way to gain pilots, a higher level item, and after you get a pilot, you could gain xp from them as well. Higher level quests make better pilots available (maybe they gain xp faster than lower lvl pilots or something).

Just an idea
Title: Re: Quests
Post by: the-spartan on December 21, 2011, 02:53:42 PM
+1 Sturm
Title: Re: Mech pilots
Post by: adamsky on December 21, 2011, 04:51:57 PM
Thanks to everyone for the input. Looks like there will be no problem with ideas for quests.

Ganymede: unfortunately I skipped Master of Orion II. As far as I remember I was still addicted to Settlers those days...



Ok. Currently my main problem is how to limit number of pilots. I still think we should limit it somehow to make it more RPGish.

Simple idea is to give new pilot with each new city. At first player would recieve 3 pilots, each new city would add 1 or 2 new pilots. I like simple ideas that work, but I think we need something more sophisticated.

Another simple idea is to make it limited with time. You get first 3 pilots when you start to play, another one after 3 days, another one after a week, after a month, etc... I think it's also a bit to simple. Besides it doesn't encourage players to be active.

More complex idea is to add some secret "pilot points" for various actions. Whenever you build a new building, research something, explore an NPC, send Mechs to patrol, attack other player, engine gives you some "pilot points". Player would not see those points and we would also not reveal how much points we give for certain actions. When you have enough points on your account, you can hire a new pilot. Biggest advantage is that we could use the same system for city administrators one day. We'd have to put some work to find proper balance between hi and low activity players, but I think we could do it during one server.

Any opinions or some other ideas?
Title: Re: Mech pilots
Post by: Sturm on December 21, 2011, 06:32:44 PM
As a continuation/change to my post above...

Replace the Recovery Station with something like Cantina.

Make it a unique building so that you can only produce one of them. (not one in each city, one...period)

Limit Building level to level 10 and cap # pilots by 1 per building level + however many pilots players are granted per city (say 1 free pilot per city?)

Unlock a chain quest for each building level where players must complete several patrols of increasing difficulty to unlock a final Boss Pilot encounter.

Scale the chain quest levels along the same lines as current npcs. Higher level Cantina will allow harder patrol quests to be undertaken.

I picture it something like manually unlocking each level of the current npc spawn (which is itself a good idea imo)

The extent to which you can upgrade each pilot gets limited by the level of Cantina.

Give quests that grant experience points to specific attributes for using different kinds of mechs. (Using Pumas successfully grants points in speed for instance, or successful use of Wolverines grants points to hull strength).

Since pilots cannot be killed, make these quests risky by treating them just like a regular npc fight where their units can be destroyed, or just damage the players mechs badly enough that they'll require alot of repair time after each attempt, or reset the quest chain after failure.

And of course without the limit to cell/cost of units player sends, it would be much less fun. Sending a few novas to crush the Athlas Pilot Boss would be lame as hell.
Title: Re: Mech pilots
Post by: Ganymede on December 21, 2011, 07:19:09 PM
@adamsky: +1 on secret pilot points
@sturm: +1 on quest chains. even if the reward isn't a new pilot at the end of it, quest chains are great for distinguishing pilots as specialists, and definitely give them a role playing character feel. somewhere down the line pilots could have titles/awards that state what they've accomplished in quests.

pilots should be limited but i don't think they should be extremely difficult to get. my vision would for there to be 2 or 3 pilots to start in the main city (after all, you end up w/ 2 raptors if you go through the tutorial). Subsequent cities can start with 1. Definitely do the secret pilot points (btw, if that doesn't start up an active wiki nothing will), but not just that. Players need some deterministic way they can work towards. Seeing as how there'd be 2 ways to get new pilots, neither way should be easy.

perhaps the quest chain thing would work. at first i thought building levels are straightforward way to do it, but it doesn't sound very realistic. another way could be to develop a city administrator enough or to have him/her acquire the right combo of skills or talents to attract new pilots to the city. this idea of notoriety is probably best suited to the secret pilot points system though. deterministically, quests may be your best bet. perhaps instead of quest chains you could have singular recruitment quests. but that these singular quests have requirements on the pilot (certain level of attributes or skills, certain talents, etc.).
Title: Re: Mech pilots
Post by: Sturm on December 21, 2011, 07:35:50 PM
I thought of the story behind the quest chain being something like you work your way through a few enemy patrols and attract the attention of their boss who happens to be the pilot you're looking to recruit and he challenges you to a duel or something.
Title: Re: Mech pilots
Post by: Tyrranus on December 21, 2011, 09:54:59 PM
might be an unpopular suggestion but perhaps, since we're talkin bout fragile humans, there is a small % chance that when the pilot ejects(mech destroyed) he dies?

This could be reduced/negated with a replacement structure, swap the recovery center for a hospital.
Title: Re: Mech pilots
Post by: Ganymede on December 21, 2011, 10:05:39 PM
if real estate is an issue then i'd rather the recovery station get replaced by something that can provide a better RPG experience, whatever that may be. could be anything on that angle... training center, tavern, recruitment office, department of integration...
Title: Re: Mech pilots
Post by: Sturm on December 22, 2011, 04:06:13 PM
Pilot upgrade - jetpack any unit (awe shoot)
Title: Re: Mech pilots
Post by: kowal112 on December 25, 2011, 11:38:02 PM
Ok. Currently my main problem is how to limit number of pilots. I still think we should limit it somehow to make it more RPGish.


If you will limit number of pilots, how you will solve behavior group upgrade?

Title: Re: Mech pilots
Post by: adamsky on December 29, 2011, 05:34:41 PM
Quote
If you will limit number of pilots, how you will solve behavior group upgrade?
Easily. :) We need to work on details, but I have a general conception.

Not many players were investing in unlocking those options anyway... We will expand set of basic orders so most of those options will be available for every Mech (most of all "keep min distance" and "target disarmed").

Some targetting options and escaping conditions will be available for pilots only, but you will be able to use them through improved version of "same as general".

One thing I'm not sure about is what to do with "Keep out of enemy weapons range" and "Stay out of enemies weapon range". Unlock both for all Mechs or unlock only one or leave both for pilots only?
Title: Re: Mech pilots
Post by: Draven on December 30, 2011, 12:09:06 PM
hello everyone,

Im new to the game but i have a few ideas that might sound good.

the pilots is a very good idea because in will increase the rpg aspect of the game. i think that have a max pilots is the best idea for the simple fact is if you have a player that has an army of 400 pilots all with skills and very good weapons and mechs. that person would have overwhelming combat ability that the newer players would not be able to match. and there is nothing that makes people more upset is when they are attacked by people that they cant defend against or counter attack. so limiting the number of pilots is a good idea for the simple fact is that if a heavy hitter player attacks you with lets say 10 pilots you can still stand some kind of a chance if lets say you have a larger army of AI mechs. But if that same player attacks you with 400 piloted mechs all with skills your not going to stand a chance. And you can just forget about counter attacking that player just for the reason. So just to try and make it a little more fair for the newer players i agree that there should be a max number.

Combat you should make it that there is a % of a chance that a pilot can be killed in action. depending on the mech he is using, the number of enemies that you are going against, his current lvl and his skills that you have invested in. becuase if you want a true rpg element to the game losses in war happens. But if they are not killed and you beat a larger force they should get a large exp bonus for surviving the battle. If you lose a pilot you can just recruit another one and start from lvl 1 again. this would also help to maintain the fairness of the game for all players. So that a new player still have a chance to take on the larger players that have been playing for a long time. That way one person or a group of people would not always be the top dogs of the game. I have played many game where there are always a small hand full of people that are the most pwerful and you never get a chance to become anything grand in the game cause the big dogs always are stronger and they beat you down if you start to make any kind of move on taking there rank from them.
Title: Re: Mech pilots
Post by: Draven on December 30, 2011, 12:22:09 PM
something else i just thought of and i dont know if you would want to get this far in depth.
have a loyalty stat for your pilots. so if you have lvl 4 pilot with very low loyalty you would have a chance on losing him to another player via bribes. that would add even more to the rpg element of the game. its just a thought i dont know if anyone will agree with the idea.

to maintain your pilots loyalty you have to pay him some kind of wage and have the loyalty go down a bit after a few days, weeks unless you increase his wages. or you can have it so he gos AWOL on you.

please leave any feedback on my ideas that i have put out here. i know that im new to the game and my ideas may be stupid or whatever but im just trying to give some feedback from a new player that has played alot of rpg and mmo games.
Title: Re: Mech pilots
Post by: Ganymede on December 30, 2011, 06:15:41 PM
I have to respectfully disagree with you, Draven. I'm with you when you say you're frustrated when an advanced player swoops in and takes all your stuff and there's nothing you can do about it, but you have to look at their side of things too. If you spent many hours building up a pilot would you want all that work gone because of a lucky shot? There's got to be a compromise. Give them a recovery option, but make it expensive and time consuming, like the recovery stations we have now. Two main things games can do to make a player lose interest are making it too easy to take away something hard gained, and tediousness. Speaking of which, maintaining loyalty would fall into that second category. The only thing it adds is responsibility: you get no perks for doing it, you've already put in time and resources to get it in the first place, and the "benefit" is not losing something i.e. negative feedback with no win.
Title: Re: Mech pilots
Post by: Draven on January 02, 2012, 10:25:17 AM
ok you are right about the point you made about losing your high lvl pilot would suck. i know that for a fact. cause i have played other games where you had heroes,leaders and in this case pilots and have lost them. true it dos make you mad when it happens. i myself lost a lvl 20 hero in a game where the max lvl is 21. and yes i was very upset about it. but i got over it and got myself another one and started over. because that all part of the war aspect of games. and yes i am looking at it from the big guys side as well and here the way they would look at it. " i have a pilot thats maxxed out, the best mech and weapons in the game. i dont have to worry about anything cause my hero cant die so i can attack the same little people if i want. cause they wont be able to do anything about it. why should i attack someone with equal or greater power than myself cause i can keep attacking this guy over here that can be my own personal little bank. oh and did i say that im in an alliance thats in the top 10. so if i get hit cause im picking on a little guy ill just have my alliance help me out." thats exactly what they would think and say. If you want me to be honest and im not being disrespectfully about it it doesnt sound like you want it to be balanced. that you want it pro big. For the players that have been playing since the game came out and that are in the strongest alliances. I mean what would be the point of new players coming and joining the game cause they are just going to get what i called bashed by the large players. i honestly dont see whats "balanced" about that. i see in many of the forums that the word "balanced" used to described when there are changes made to the game to even the playing field for all the players or to even out the weapons and other aspects of the game. i could be wrong about this but from all the forums i have read you all want a game thats different but fun from all the other mmo out there. well i dont see whats fun about as soon as your out of the protection period your getting bashed from the higher players and they will never lose anything so there is no reason for them to stop attacking you. and i have seen where other players have wrote let say smart*** things such as if you dont like it delete your account and start over. ok whats the point its just going to happen again in the new area you start in. cause im sure there are those big players that spend all that time and resources making the high lvl pilots and mechs and they are looking for a personal little farm just like the last player was. so what delete your account and try again? what would be the point. if you truely want the game to be balanced then you have to give something for the big players to be worried about other than which new player am i going to bash today. and as for the pilots dieing it wouldnt just happen to the big players it would happen to everyone big and small. " balanced "
Title: Re: Mech pilots
Post by: adamsky on January 02, 2012, 02:46:36 PM
I will begin with some bad news. We had some unexpected issues in last weeks that slowed us down. We will not be able to implement Mech pilots for the next server. As a temporary solution we will rebalance Recovery Station to increase it's capacity.


Quote
Combat you should make it that there is a % of a chance that a pilot can be killed in action.
Quote
to maintain your pilots loyalty you have to pay him some kind of wage and have the loyalty go down a bit after a few days, weeks unless you increase his wages. or you can have it so he gos AWOL on you.
No, players will not be loosing pilots. It is possible that it will hurt a little bit when pilot gets rescued, but you can expect something like loosing some experience or recovery process lasting few hours.

One of the problems in current system is that having high-level Mechs is making you less eager to start a PvP fight. You can easily create an army of 15 or 30 Mechs and get them all to level 15. Exploring NPCs with such army is ok, but when you attack someone, there is a chance that you will loose your army and you will get back to level 0 Mechs. Rebuilding the army will be fast, but bringing Mechs back to level 15 takes much more time and effort.

Quote
" i have a pilot thats maxxed out, the best mech and weapons in the game. i dont have to worry about anything cause my hero cant die so i can attack the same little people if i want. cause they wont be able to do anything about it. why should i attack someone with equal or greater power than myself cause i can keep attacking this guy over here that can be my own personal little bank. oh and did i say that im in an alliance thats in the top 10. so if i get hit cause im picking on a little guy ill just have my alliance help me out."
Mech Hero is a startegy game and you can harm your enemy in many ways even if you can't kill his pilots. We don't plan to make pilots THAT important for a simple reason: One round of the game lasts only 8 months and the whole idea of server reset doesn't work with RPG games very well. Pilots will be some nice addition, but not the main element of the game.

You can kill enemy army, you can destroy buildings in enemy cities, you can steal artifacts. "Winning" defined by the game itself is related to antimatter and Spaceship so it's more about having a good alliance (having good pilots is not enough).

Besides... My experience shows that adding new ways to inflict damage is not the best way to help smaller players. :) I realize those stories about small players killing big players' pilots sound good on the forum, but in the game we will rather see something exactly opposite.
Title: Re: Mech pilots
Post by: Drone on January 31, 2012, 02:29:38 PM
Well... If there is a pilot, then the mechs are nothing more then a vessel with some intelligence, that would make impossible to even call the game "MECH HERO" :P because that is no longer about the evolving mechs, so I'm against the whole pilot idea. I would say to change the "recovery station" to a "mech development center", where you can invest in your mech's development, of course those developments would be expensive and time dependent...You would need to do some research to develop "upgrades" for those type of mechs, those developments would need a mech to experiment on it, a lot of resources, and a lot of time, and when you developed an upgrade that can be applied for each one of that type in less time, and for less resources...
developments could require to send that mech to battle or quest or something else to see how it's working, then back to the devstation for examination, then to wait a few more time, then send again to somewhere to test it, and again and again until the upgrade you requested is completed. I think that's more about making actually hech heroes, then the alternative...
Of course this would also not solve the problem of limiting heroes, but at least I said what I'm thinking about... :P:)
Title: Re: Mech pilots
Post by: SearchnRsQ on February 17, 2012, 07:57:06 AM
How about giving Mech Pilots "stats"

Such as:

Strength: Increases weapon damage

Dexterity: Increases your accuracy & decreases enemy weapon accuracy

Intelligence: Increases the experience your Pilot receives.

As you pilot gains experience, and gains levels, you get points to improve his/hers stats.


Additionally:

And once your pilot's stats meat a minimum, they can get additional skills.  (such as: increased speed or unlock movement and targeting strategies)

Like, at Strength 50 & Dexterity 50, you unlock a specific skill. Which first must be 1st researched at the "Training Center"

Then once you have met the requirements, you can then train that pilot to have that skill.



Title: Re: Mech pilots
Post by: Gojira on March 03, 2012, 12:24:22 AM
I have a few bits myself.  I'm new to the game and the forums so I am glad to have stumbled upon this before it got implemented.(That means I think my ideas are boss, arrogance, I know)


The escape pod strategy...I don't like it.(No offence to the person who came up with it, I love you anyways)  Does the pilot walk back after ejection?  Maybe you have to send him a transport to give him a ride-and while he is out in the wasteland that obviously supports no life what does he eat?  Even better, after walking around in that harsh environment in a life sustaining suit he'd smell like burnt-leathery bacon....nasty.
I wouldn't want my guy going out with a risk of him getting stinky, he'd smell up the joint on return.  That could be the downside of loosing the army though, low morale of the workers who have to breathe.  Just a thought.

Anyway, why send them out at all?  Hell, why have people pilot the mechs even?  I could have a brain in a jar of glowing goop that ran the mech by remote control using the sats.(Note to self, ask for the radar station to be renamed the "Satellite Linkup")  I think that would be EPIC!  Of course if you do want people running a mech they could still do it by remote the same way.  Children would have better reaction times, FYI.
Ok, now the mechs are run by remote but how?  I already said, SATS!  :D  Any army can go out and be run at close range without sats since the command center already has short range scanning, same idea.  In order to have intelligent control at a distance you would need a satellite linkup(hint hint) and some sats.  The sats would be automatically sent as part of the army to daisy chain the link to my glowing goop brain, or child soldier if you prefer.  If not enough sats you get a red warning that says so.  Go ahead with the hit if you like dumb mechs run by an AI.  Even more fun!  If you do send an intelligent attack at a long range target your town is now low on anti-spy defense.  STRATEGY!  This keeps pilot whatevers from harm and still gives them useful experience.  Everybody wins!

Quote
But what about the uncontrolled mechs?
Easy, they have no brains but they have the brawn.  Why would having a good pilot make the mech stronger anyways?  I could understand if I had a BOSS mechanic that knew how to squeeze every last bit of power from my mech increasing the load capacity, but a pilot?  I don't care how skilled a pilot you are there is no way you are going to load more guns on your vehicle than the engineers designed it to carry.  Otherwise NASCAR drivers would be payed to leave the track and drive 18 wheelers.  "Don't worry boss, I am a great driver. I can fit twice as much in that trailer as the stupid engineers think is possible according to physics".
This doesn't mean you have to drop that from the stat upgrades though.  I just don't think machines really work better after they get beat up alot.  I would suggest(and I soon will) that the physical upgrade cost resources and time.  Maybe not alot of res but lots of time.  Kinda like fine tuning it to do the best possible.  No factory specs for me!  I want a custom job and some nice decal work, maybe even a stereo.

Basically AI research would let you get better mechs since even with a pilot you need the computer to run it anyways, but the pilot would get better at running the show.  At first he can run one and have a few AI do support.  Later he can start giving commands to more than one in a single group(building upgrade explained?) but no more than one group at a time.  Things like "Escape when no weapons" would be an AI think since a computer could tell if the machine didn't work but "<50% hull" would have to be a pilot choice because machines have no nerves and can't tell how many holes they have.  They only really know if a machine stops working.
You would still want the pilot running the best mech you have so it survives more often, keeps you from having to upgrade the thing again.

Whew, my typing finger is spent!  
Holla atcha boys for me.
Title: Re: Mech pilots
Post by: adamsky on March 05, 2012, 03:07:39 PM
While I understand your points, we have to make sure this new feature is not lead to very big changes in game mechanics. For example: If we say that pilots controll their Mechs while sitting in a city, it's getting extremly hard to explain why you can't call back your attack or change behaviour while Mechs are on the way to attack some city. That's why we will rather go for pilots using Mechs as a giant exoskeletons.

As for capacity bonus attached to a Mech, it would be lost when Mech gets destroyed. Main reason for this whole change is not to loose experience bonuses so we will rather add some story about experienced pilot being able to operate with higher load.

Gameplay-related reasons will be more important than real-life explanation.



Few words about stats and bonuses.

Each Pilot will be described by few stats: strength, dexterity, perception, intelligence. With each level, those stats will be rising, but those stats alone will not affect Mech parameters. Player will have control over those stats: with each level you can increase one.

There will be a list of skills. Each skill will require pilot to have stats at certain level.

For example: there will be skill called "Evasion" that will increase a chance that enemy misses.
- Pilot with dexterity 6, perception 5, intelligence 3 can go through basic evasion training and get 5% bonus.
- Pilot with dexterity 8, perception 6, intelligence 4 can go through semi-advanced evasion training and get 10% bonus.
...
- Pilot with dexterity 14, perception 10, intelligence 8 can go through expert evasion training and get 25% bonus.

I'm working on a list of skills now.
There will be skills that increase Mech patrameters (capacity, hull strength, combat speed). Repair and rearm time will be propably moved elsewhere.
There will be skills that will allow pilot to specialize in certain weapons (sniper, artillery, short range, machine guns, etc.).
I will try to add few additional skills (like evasion or something like army coordination that will increase combat speed of all friendly Mechs).


None of this was implemented so far (some issues slowed us down) so if you have any ideas and remarks, we can still change lost of things.

Any ideas for some cool skills?
Title: Re: Mech pilots
Post by: Ganymede on March 06, 2012, 01:05:21 AM
i'm just going to list things as they come to me:

deep scanning: weapon ranges remain the same, but for the purposes of targeting, will consider all enemy mechs on the battlefield regardless of whether or not they are already within firing range.

eagle eye: increase weapon range by x%

damage control: regenerate x hull points per round

support abilities: define a range about the pilot (could be his weapon range, or something else), and any other friendly mechs in that range get bonuses (to combat speed, accuracy, damage, splash, armor, etc) or any enemy units get negatives to the same.

initiative: ensures that the mech will act first every round (turn order for multiple pilots with initiative can be divided by pilot level, dex score, etc)

armor piercing: negate armor/shields, or if too powerful you can say "negate the first x damage to shields"; e.g. if you do 100 damage, perhaps 80 will go to the shields and 20 will go straight through

armor destroying: weapons do normal damage to hulls but +x% more to their respective shielding

shield debilitator: weapon damage reduces both armor and shields

crack shot: increase chance to destroy enemy weapons/jetpacks/transport platforms per shot

cripple: increase chance to reduce enemy combat speed per shot

hacker: chance to confuse an enemy mech for 1 turn. a confused mech randomly attacks enemy mechs, friendly mechs, or does nothing.

weapon overdrive: add or increase weapon splash

missile tech: can fire more than 1 of the same missile per turn

quick reload: reduce reload time by 1 round (this may be too powerful, so perhaps "chance to reduce reload time by 1 round")
quick reload v2: chance that a weapon will fire next turn regardless of reload status

opportunist: chance to counterattack when hit (so long as you're in range)
opportunist v2: regardless of targeting configuration, if a mech in range can be killed by 1 more shot, the pilot will take it instead of targeting what he might have.

rally: get an extra shot if you destroy a mech

quick learner: increased exp from battles

observer: gain exp even if you take no damage

critical hits: chance to do +x% damage (instead of just a flat damage bonus every turn; typically the bonus is bigger than it would be if it were a constant bonus)

ambush: mechs with jet packs get a free shot before battle begins

sabotage: drain/chance to drain enemy armor/shield/hull by x pts for y turns after a successful shot.

immobilize: after successful shot, chance to prevent enemy mech from moving on its next turn

disarm: after successful shot, chance to prevent enemy mech from firing on its next turn

self destruct: upon destruction of his mech, a pilot activates a self destruct that inflicts massive splash damage



i think i could keep going, but i'll stop here.

Title: Re: Mech pilots
Post by: Gojira on March 07, 2012, 05:46:49 AM
While I understand your points, we have to make sure this new feature is not lead to very big changes in game mechanics. For example: If we say that pilots controll their Mechs while sitting in a city, it's getting extremly hard to explain why you can't call back your attack or change behaviour while Mechs are on the way to attack some city. That's why we will rather go for pilots using Mechs as a giant exoskeletons.

As for capacity bonus attached to a Mech, it would be lost when Mech gets destroyed. Main reason for this whole change is not to loose experience bonuses so we will rather add some story about experienced pilot being able to operate with higher load.

Gameplay-related reasons will be more important than real-life explanation.

How does the pilot being in the mech stop him from recalling the mission and why can't he change behavior while on the road?  Not too sure how that is different than sitting at home with a remote as far as a gameplay change is concerned.  Also, capacity attached to the mech is what we already do.  Unless this pilot feature will let destroyed mechs come home with the driver we will still need to rebuild the dead mech.  Having the load capacity of a 100 ton machine increased by a guy just by sitting down in a seat is more of a change to the gameplay as far as I can see.
Title: Re: Mech pilots
Post by: adamsky on March 07, 2012, 11:55:44 AM
Quote
How does the pilot being in the mech stop him from recalling the mission and why can't he change behavior while on the road?  Not too sure how that is different than sitting at home with a remote as far as a gameplay change is concerned.
We send a pilot on a mission. We can write some story that due to high radioactivity there are serious problems with communication and there is possibility of jamming signals by enemies or that there is a risk that enemy signals will deceive our brave heroes, blah blah blah and army can't recieve an order to get back home.

Quote
Also, capacity attached to the mech is what we already do.  Unless this pilot feature will let destroyed mechs come home with the driver we will still need to rebuild the dead mech.  Having the load capacity of a 100 ton machine increased by a guy just by sitting down in a seat is more of a change to the gameplay as far as I can see.
When we introduce Pilots, ALL bonuses will be attached to a Pilot only. Mechs will not gather experience at all. Pilots are not an addition to current system - we want to replace current system of experience bonuses with something new.

If we don't make capacity bonus for a Pilot, there will be no capacity bonus at all.
Title: Re: Mech pilots
Post by: Sturm on March 07, 2012, 12:42:08 PM
What about making some of the current xp bonuses into some items players can manufacture? Equipment rack for capacity and supercharger for speed.

Leave the defense/weapon analysis, advanced tactics, hull strength (say human intelligence increases survivability or something), maybe add some accuracy and damage bonus too so it doesn't feel like pilot upgrades are weaker than current system.

Integrate rearm and repair speeds into the mech hangar levels, or some sort of upgrade for them. Could even give xp to the mech hangars themselves if you break each rearm/repair down into gains in experience towards upgrade points, and if they are AB'd, they lose some of these upgrades (mechanics got toasted or something).

Just a few ideas, I don't care if they all go to pilot but would be cool and add some flavor. Also like some of these other ideas I see here. Good stuff  ;D
Title: Re: Mech pilots
Post by: Orion420 on March 31, 2012, 08:46:08 AM
        This is semantics but why even use “AI”. This is Mech Hero after all ands AI’s don’t have Heroes. Every Mech should have a pilot with a name but only a very few could be the stuff to achieve Hero status. These non-hero Pilots would not gain levels, but they could gain minor quirks witch ill covered later. This fluff wise makes more sense, as any warrior would much rather his battle brothers to his flanks than any AI. When the piloted Mech is destroyed these Mech Pilots could eject but at a % chance base upon how fast they are destroyed. To me this makes the most senses because of expansive training (fluff, or game mechanic) you’re invested into these men.

      Now the Mech Hero is a man apart, he should have an expert skill in piloting these War Machines as he should as well be a leader of them. To represent this
I purpose a Perk and quirk system similar to the Total War series” Traits” acquired by Generals. Given time your Heroes would pick up Perks from their battle field expenses giving a small boosts, turning to greater ones given time. A player would not directly get these traits but rather indirectly form the missions he sent his Hero on. It’s a merit system that rewards the player with interesting Characters who’s expenses and personality’s affect his ability’s instead of point buys and builds.
This system would ooze role playing elements that would build to greater tiers of expertise. 

 “Stalwart Defender” Having defend your city’s from aggressors time and time again have taught this man to better repel attackers.

“Partyer” This man can’t help the excitement of success and its contagious. He and his men waste no time toasting and cheering a completed mission. Unfortunately this cause repairing and rearming to slow slightly as pilots and hanger crews celebrate.

“Battle High” The roar of Cannons, the feeling of the Mech’s earths crushing stride and the beating of its fusion core. He is a God of War and a bringer of death, mercilessly plunging into battle to bring down his foes.

“Leading form the front” This man’s preferences to lead the charge and get stuck in with his men inspires greater valor form all the follow him.

“Big Cat” Having road the Mighty Puma in to battle countless times this man has a special bond with the frame. Few can match his proficiency.

“Digital Barbarian” This man mounts the biggest gun he can and runs into battle on the bellow of war cry’s.
Mech pilots would gain lesser Perks then their heroes but could still pick up traits that would make no two army’s the same. 

This could even give way to agents, specials and city administrators all driven by perks and quirks.
Title: Re: Mech pilots
Post by: adamsky on April 11, 2012, 04:38:10 PM
both ideas very good!
Title: Re: Mech pilots
Post by: futatol on April 18, 2012, 10:03:06 PM
"If we don't make capacity bonus for a Pilot, there will be no capacity bonus at all."
perception, dexterity, intelligence i think those 3 would best do it

perception look at everything that fits, dexterity to use more stuff at once , intelligence to deal effectively with his environment

mini capacity i found a  expansion slot i could use to add more tons to my mech get 5% bonus
small capacity i found a  expansion slot i could use to add more tons to my mech get 10% bonus
medium capacity i found a  expansion slot i could use to add more tons to my mech get 15% bonus
large capacity i found a  expansion slot i could use to add more tons to my mech get 20% bonus
extra large capacity i found a  expansion slot i could use to add more tons to my mech get 25% bonus

also for pilots are you going to give some stats starting at lvl 1

or the mech pilot could make a expansion slot
Title: Re: Mech pilots
Post by: adamsky on April 20, 2012, 01:42:08 PM
Quote
also for pilots are you going to give some stats starting at lvl 1
Yes, most propably new pilots will have enough stats to train at least 1 or 2 basic skill.

If not, first few levels will be much easier to get so you can train first skills very soon.
Title: Re: Mech pilots
Post by: Tyrranus on August 17, 2012, 04:59:58 PM
been close to a year since the original post on pilots came up.... any word/eta?

also

(http://www.camaro5.com/forums/attachment.php?attachmentid=206982&stc=1&d=1297718087)
Title: Re: Mech pilots
Post by: adamsky on August 17, 2012, 07:16:23 PM
I'm always cautious with giving eta when I'm 10 months late with something. :)

Early design and first version of parameters is ready, I will make a short forum version tommorow so you can check it and give your opinion.
Title: Re: Mech pilots
Post by: techman383 on August 19, 2012, 12:39:45 PM
Now we play....

(http://checkonetwo.files.wordpress.com/2008/08/the-waiting-game.jpg)
Title: Re: Mech pilots
Post by: Echelon on November 06, 2012, 02:03:11 AM
Dead feature... it seems...
Title: Re: Mech pilots
Post by: Ganymede on November 06, 2012, 03:09:23 AM
sadface  :'(
Title: Re: Mech pilots
Post by: Tyrranus on September 02, 2013, 05:42:02 PM
closing in on 2 years since initial post :/ still nothing
Title: Re: Mech pilots
Post by: Dobq on September 03, 2013, 08:11:05 PM
[PL]

eh... to już będzie WoT tylko zamiast jednym dowodzisz kilkoma (lub setkami) czołgów, poza tym straci to sens mieć doświadczony mech, ludzie będą się śmiali, gdyby wprowadzić to można by posłać raptor z pilotem do NPC 10000-16000, raptor zostanie zniszczony, pilot wróci, potem znów posłany z raptorem, i tak będzie dostawał xp więc trzeba przyznać, po tym kontem pomysł wygląda trochę słabo, widzę tu nawiązanie do większości RPG, 'spokojnie tylko sobie dedne'

czy nie lepszy ten piękny surowy mech?

 :-\
Title: Re: Mech pilots
Post by: Chairman on February 17, 2016, 08:54:14 PM
So any news?

Also what is happening to the Development team?
Title: Re: Mech pilots
Post by: Dobq on February 17, 2016, 10:12:49 PM
More than 4 years after initial post, I learnt how to english lanuage, and this game dev is dead for long time, don't worry.
Title: Re: Mech pilots
Post by: Chairman on January 29, 2018, 04:19:57 AM
So... will the new development team revive this?
Title: Re: Mech pilots
Post by: hannon on January 31, 2018, 08:15:38 AM
From what I know - yes!. This will be the one of the first enhancements to be implemented. Let's wait for exciting news (hopefully in march) and official statement and of course game development road map.