Unified Inventory And Loadout As "profiles"
#1
Posted 21 October 2013 - 06:26 PM
I think the inventory should just record everything you own.
And each mech loadout is saved as a "profile", i.e. 'LRM boat' under each mech. The game will automatically load the mech when I ready it for a drop.
That way, the only time I need to buy equipment is when I actually don't have it, rather than being reminded I need to buy something when I already have one on another mech.
Furthermore, this will allow quick changes in loadout on a mech. Especially on versatile mechs that can have 3-4 viable loadouts, I just need to "switch profile" under the mech.
I imagine this would have been suggested a lot, but it doesn't appear in upcoming features in UI2.0
#2
Posted 21 October 2013 - 11:30 PM
modules suffer this the worst, buying more than 2 modules of everything is almost a total waste as once you have lots of mechs module hunting alone can be insane.
#3
Posted 22 October 2013 - 05:40 AM
The developers would WANT people to buy more mechs and mech bays with MCs. So making it a painless process to outfit mechs should be a priority
#4
Posted 22 October 2013 - 05:44 AM
#5
Posted 22 October 2013 - 05:22 PM
Colonel Pada Vinson, on 21 October 2013 - 11:30 PM, said:
This is completely wrong.
The right way to think about it is that people already save cbills by moving parts between mechs, so there is no reason for PGI to make it into a chore. Therefore, we should have mech loadouts, and the devs have mentioned this recently.
Even though you've given no proof that it's the 'intent' of the developers, you assume that we should live in a role-play universe where each mech is equipped separately. Well, if we are roleplaying, then I'm roleplaying that I have two dozen mechs and enough mechanics to maintain them. In which case, keeping an inventory and moving equipment around is really not a big revolutionary idea.
#6
Posted 22 October 2013 - 05:26 PM
#7
Posted 22 October 2013 - 05:26 PM
#8
Posted 22 October 2013 - 05:44 PM
Literally, on 22 October 2013 - 05:22 PM, said:
This is completely wrong.
The right way to think about it is that people already save cbills by moving parts between mechs, so there is no reason for PGI to make it into a chore. Therefore, we should have mech loadouts, and the devs have mentioned this recently.
Even though you've given no proof that it's the 'intent' of the developers, you assume that we should live in a role-play universe where each mech is equipped separately. Well, if we are roleplaying, then I'm roleplaying that I have two dozen mechs and enough mechanics to maintain them. In which case, keeping an inventory and moving equipment around is really not a big revolutionary idea.
That may be so, but it's the way it is, and given the devs statements I doubt it will change.
#9
Posted 22 October 2013 - 11:45 PM
#10
Posted 23 October 2013 - 12:11 AM
#11
Posted 23 October 2013 - 05:19 PM
Xanquil, on 23 October 2013 - 12:11 AM, said:
All my mechs are stripped until they are about to drop and then stripped out after.
I seldom drop with the same exact loadout cause I always experiment with builds
Edited by knightsljx, 23 October 2013 - 05:19 PM.
#12
Posted 23 October 2013 - 05:24 PM
#13
Posted 24 October 2013 - 07:59 PM
Don't get me wrong... entirely possible to code, and would be an ideal addition (would like to see the same for camo/decals so you could have several configs for appearance and choose which when you know where you're dropping... after all, in a real war, would you really select your camo BEFORE you deploy, especially if you have several sets suited to different terrains to choose from??), but given the complexity, I see it being considered as (very) low priority.
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