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LemurFromTheId

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What I'd like to see is a quirk system that's not the tabletop quirk system, but instead fixes some of the problems and balance issues particular to this game. You know, something that makes mechs like Quickdraw, Victor and Zeus a bit more useful, Orion a bit less awesome at absolutely everything, Catapult a little more dominating at the job it was clearly built for and so on.

I get that this is against the lore and tradition, though, so I don't expect a lot of people to share my hopes and dreams. :(
 

Prussian Havoc

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I find it very good for the community to discuss topics afresh and without necessarily being bogged down with pages and pages of “study” before weighing in.

I would very much like Mech Quirks. As a someone who loves “Stock Mech” play both in my BATTLETECH Multiplayer and Singleplayer gaming, BattleMech Variant Quirks would imo add considerably to the game. To be clear, not all BattleMechs would or should need Quirks, but for some BattleMechs Lore Fluff clearly states some very distinctive features and aspects. Features and aspects that in my opinion could have BATTLETECH Life breathed into them with the judicious application of BattleMech Variant Quirks. : )

And thank you Good @kriszhao for raising such a fun and interesting topic. :bow:
 

yrrot

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I get that this is against the lore and tradition, though, so I don't expect a lot of people to share my hopes and dreams. :(

Nah, I think a lot of folks like fluff based quirks. I think a few people just hear "quirks" and freak out about not wanting mechs to be truly equal or flashes of MWO quirks. This game is fun with terrible mech chassis being at thing, especially if you run into them early and often. It's one of those little limited resource puzzles like running out of a certain weapon and having to adapt.

However, when a mech is supposed to be the best at thing X, but is about the same as any other mech of similar tonnage at thing X, quirks would be fun.

The hooks for quirks already seem like they exist in the backend. At least, melee has a "mech quirk" bonus based on whether the mech has a hand or not, etc.
 

MeiSooHaityu

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Maybe add a quirk that allows the Cicada to move on the light phase by default :D

It still probably wouldn't be as attractive of an option as a Light (as I said in another thread, the Panther and Spider respectively might still be the better choice), but every little bit would help.
 

Yeach

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Actually though it has been discussed before, I don’t mind discussing mech quirks on the main page.
Main idea would be to bring the less than ideal mechs - Ciccada, Dragon, QuickDraw, Zeus to have other traits that can make them favourable.
Example - Dragon in battletech lore is mentioned as very stable mech which would simply be increasing the stability number on the mech chassis json file.
 

Pherdnut

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Jun 4, 2018
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Actually though it has been discussed before, I don’t mind discussing mech quirks on the main page.
Main idea would be to bring the less than ideal mechs - Ciccada, Dragon, QuickDraw, Zeus to have other traits that can make them favourable.
Example - Dragon in battletech lore is mentioned as very stable mech which would simply be increasing the stability number on the mech chassis json file.

The Zeus would require the SDF-1 main gun quirk before I considered it not-totally-sucking.
 

Nick_S

Second Lieutenant
Jul 18, 2018
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Here's the thread in which I brainstormed a bit about mech individualization.

https://forum.paradoxplaza.com/foru...idualize-mechs-other-than-hardpoints.1114652/

I was originally thinking about having random quirks; so that when Yang put a mech together it might be better or worse than default. I was convinced that true randomness was a bad idea because it would encourage save-scumming. In addition, I had the following conclusions.

1) We could have more hard-coded quirks for specific mechs designs (like the Shadowhawk's melee damage)
2) The addition of + weapons and equipment has already introduced some power creep to the game (compared to TT), and I think it works quite well. The payoff in terms of fun is much greater than any concerns about balance. However, that creates a situation in which adding mech quirks will either be (a) less significant than the benefits of + weapons/equipment or (b) could throw the power curve off even more.
3) One way to address that is to focus on adding value to under-powered mech designs.
4) I also came up with some ideas that I liked about having mechs interact with the rules for + weapons/equipment which I think could add a lot of flavor to mechs while still working within the space that's already defined by the improved equipment