Posted 16 December 2011 - 11:14 PM
Posted 16 December 2011 - 11:16 PM
I really hope this post falls on deaf ears.
Posted 16 December 2011 - 11:28 PM
Posted 16 December 2011 - 11:35 PM
I took "scratchbuilding" to mean getting a mech that starts with no weapons (or other equipment for that matter)
So one would have to then add weapons and such in order for the mech to be combat ready
Please correct me if that is not the case.
On that subject, I would rather be able to buy a mech, take a glance and maybe make initial tweaks. Then I would like to take a "test drive" on the thing, and only afterwards (or even after more "test drives") would i worry about nitpicking how many of what i should have
In short, I want to go "Yay! I got a new mech! Let's fight!"
Posted 17 December 2011 - 12:35 AM
Posted 17 December 2011 - 02:40 AM
It is meant that way: Do you want to buy a mech, choose a variant and then customize it as much as you want (different weapons, etc.), or you want to buy mech´and build him yourself, choose armor, engine, all the weapons, computers, targetting systems, etc.
As far as I go, I chose the first option. Building from scratch would probably destroy my mech, since I have very little experience with something like that.
Posted 17 December 2011 - 03:03 AM
That's possible with a Class D refit...
Not that it'd be advisable...
The Komodo and Nova both push the number of usable mounted MLs to the limit.
Besides, it isn't my fault they use the wrong terminology.
Posted 17 December 2011 - 03:25 AM
Edited by Nik Van Rhijn, 17 December 2011 - 06:11 AM.
Posted 17 December 2011 - 05:49 AM
Anyway on to topic. Nik if that were the case it wouldn't be an issue what these people are wanting is the ability to completely customize the mech down to the armor and engine weights and just stack enough weaponry to alpha anything short of an assault mech and be able to do this easily enought that they can always be in a mech capable of doing this.
Posted 17 December 2011 - 06:01 AM
Precisely. The Strategic Operations rulebook details the rules that I find acceptable to include in MWO, which are the Refit Kit and Customizations rules (which are applied like a refit kit). That system could be implemented very well in the F2P model of MWO (PGI would create and release Refit Kits, thus controlling what can be customized to maintain balance, but still have the option to offer a lot of variety).
For example, you could buy (or acquire through salvage) a 'Mech of a certain model and variant, and decide you want to convert it into another variant. You would have to purchase a Refit Kit to go from your variant to the one you want, and depending on the amount of things that have to be modified, require a certain type of facility (field, maintenance or full blown factory). The installation of the Refit Kit would take a certain amount of time (from several hours, to days or weeks), and the quality of the resulting work would be subject to the skill level of your Tech crew.
If you think weeks or days is too long, then think about skill training in EVE Online... It's real time too, and everybody's fine with it. Training a level 5 skill can take more than a month of real time. I don't see why intensive refits in MWO should take less if they are that worth it.
Most people will probably prefer to buy stock 'Mechs and stick to their original design, and only apply small Refits (class A stuff, changing only one gun for example), but someone who can't afford a whole new 'Mech of a certain variant (because it's too rare), might buy a stock 'Mech with a basic variant, and then slowly apply refits to it until it matches the new variant he wants. The process would take weeks, but in the end, he'd have what he wants, and be that more attached to it.
The FrankenMech rules (which is what MW3-style 'Mechlab was all about really) are completely ridiculous and offer so much possibilities that it would be impossible for PGI to balance them all properly and avoid overpowered combos.
(edit) As Nik Van Rhijn pointed out, MWO's timeline will be real time (1:1, It is now December 17, 3048 in MWO), it makes absolutely no sense at all to allow for instant Class-F refits, which by the book, should take weeks to complete, and require a full blown factory grade facility. That point alone, just nullifies every claim that instant-refits would be feasible in MWO!
Edited by Tweaks, 17 December 2011 - 06:30 AM.
Posted 17 December 2011 - 06:26 AM
Posted 17 December 2011 - 06:38 AM
I don't agree at all. That may have worked in an instant-action game like MW3, but in MWO where the timeline is 1:1 (real time, 24 hours is 24 hours), that wouldn't work. If PGI can't control precisely what can be customized, then they will fail at properly balancing every possible combinations. The only way they can control that precisely, is by gradually releasing Refit Kits and customization plans, which have been pre-approved and tested.
Edited by Tweaks, 17 December 2011 - 06:40 AM.
Posted 17 December 2011 - 06:45 AM
Posted 17 December 2011 - 06:46 AM
The problem with that becomes you endup with an 100 ton mech that while may not be as armored as most other 100 ton mech and maybe as slow or slower than an atlas is carrying something silly like 4x Gauss 2x ERPPCs (while not possible in 3048 im just makign an example here) thats enough to alpha virtually anything
Posted 17 December 2011 - 06:49 AM
Oh. Well, No MechLab, No Play.
Not even worth the time. I uninstalled MW:LL within hours after discovering there was no MechLab, and it took me days to download on my joke of an internet connection. I don't **** around, MechLab is half the game for me.
I'm the same way with any game. In Gran Turismo I spend hours and HOURS tweaking suspension and gear ratios etc. per car until it is EXACT. I downloaded some bad *** pirate MMO to play with my buddy, found out you couldn't customize how your guy looks... bam game done. Uninstalled.
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