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Mech Management (Ui 2.0?)


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#1 Aegis Kleais

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Posted 28 March 2013 - 02:25 PM

I am hoping the following functionality is implemented for the UI2.0

The MECH GARAGE functions similar to normal, in that you can buy MECHBAYS to hold your MECHS. However, when you purchase a VARIANT, you no longer name it, you simply assign it to an open MECHBAY.

When you select the MECH in its MECHBAY, you can sell it back for CB as expected, but if you enter into the MECHLAB to modify there is 1 major change

THE LOADOUT MANAGER
You can alter your Mech like you normally would, however, there is now some additional functionality:

STRIP EQUIPMENT - This button, when clicked, allows the player to specify either ALL or to place a checkbox by each of the following items: Armor, Weapons, Ammo, Engine, Modules, Components, and will automatically strip the selected items and place it into the user's inventory.

LOADOUT LIST - This is a drop down list of all the loadouts created for the current variant. The user can select from the list and then press one of two buttons: APPLY LOADOUT or EDIT LOADOUT NAME. Lastly, there is a CREATE LOADOUT button as well.

APPLY LOADOUT - Will look at the loadout in the list and attempt to apply it to the Mech. It does this by first stripping everything and then attempting to configure the Mech exactly as the loadout specifies from the available inventory. In the event the user does not have all the equipment needed, a bill is presented showing them the itemized cost to buy the needed parts from market to complete the application of the loadout. When the loadout is selected in the list, a summary of the equipment is presented to the user before they choose to apply it.

EDIT LOADOUT NAME - This allows the player to change the name of the loadout. It can be 16 characters long and is visible to players who target you in battle. This allows the player a method of knowing the type of build. A field called "Description" can be provided where the user can put a explanation of the build in, but this is not public. It is more logical to name the loadouts than to name the chassis, as the type of equipment the loadout applies is more important than the variant of the Mech.

CREATE LOADOUT - The player should be capable of putting ANY piece of equipment onto the Mech whether they have it in inventory or not (The UI should display equipment that is 'specified but not owned' in a special way.) Once the user likes the loadout, they can press CREATE LOADOUT and they are prompted for a required loadout name (and optional description), and a loadout is created. During design of the loadout, if the user wants to just purchase the build as it is without making a loadout, they can, and will be presented with the cost for purchasing the equipment in their current design that they do not own. A loadout is created to allow the user the ability to quickly apply a specified configuration to a particular variant quickly.

As a BONUS, the nice thing about having LOADOUTS is that when you are taking a Mech to the training grounds, you can simply choose a loadout, whether you have a Mech that has had this loadout pressed into service or not, and the game can use a temporary Mech configured as the loadout specifies for the duration of the training; that way you can test out this Mech before you press one into service (which can cost money)

Of course, LOADOUTS could even go so far as to apply set Cosmetics to the Mech as well.





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