I understand what PGI is trying to do with their over-categorized layout in the load out screen, and I wanted to merge the two into a very simple and workable design.
So got an idea to simplify and stream-line customization on a per-component basis. I made some pictures. But before you look at them, I have some addition ideas to go with them, and also the obvious disclaimer to go along with it. These pictures aren't complete. I'll be slowly refining and adding my ideas listed below.
Disclaimer: The images depicted are not EXACTLY how I imagine it, my photoshop skills are holding me back. I just wanted you to have something to look at to give you an idea. Whew. Alright that's done.
So, why tabs? Tabs are used as an automatic inventory organizer. They are shown on components to only display the most relevant equipment for that component. Take the Center Torso - is the only place you can put an engine. So Engines are always a tab attached to the Center Torso, and not anywhere else. You don't need to scroll through a light to find BAP, or Heat Sinks. How about an Arm - it might have an Energy hardpoint while a Torso might have a Missile hardpoint. The weapons tab off the arm will only show Energy weapons and heat sinks, the weapons tab off the Torso will only show Missiles tab (and misc tab for heat sinks, and other things you can readily equip anytime, anywhere). Click the weapons tab, drag the item over, done. Go to the torso, drag the Streak SRM2 over, and if there are no available Missile hardpoints left, it automatically switches to an ammo tab so you can start distributing ammo where ever you like for exact type of Missiles (only loaded LRM's? Only LRM ammo is shown, Loaded both SRM and LRM's? Both ammo types are shown)
Written refinement:
- What you don't see in the picture yet is the inclusion of a "MASTER Tab". This tab is detached from the components, and is organized much like smurfy's. It's default is Collapsed, but can be Expanded. This is if you prefer the other way, you can have all items summed up into this area, and it is up to you do the dirty work of finding weapons.
- In the Options menu, there will then be a toggle to hide the tabs (lest you mis-click and open one by accident) and sets the MASTER Tab default to Expanded.
- Tabs will only show on the components when they are relevant (Example: The weapons tab for the Right arm that has only and Energy hardpoint will only show Energy weapons)
- If a weapon that requires ammo is equipped, all components gain an Ammo tab (since ammo can be equipped anywhere), and will contain all ammo that the mech's arsenal can use.
- Heat sinks, BAP, JJ's, Command Center.. well.. the best I can think of is put these kinds of things under a Misc. tab. and most components can equip any of them. If you have double heat sinks, the legs will not show Heat sinks in the Misc tab.
- When a tab opens, the components to the right of the tab fade behind to keep the stage from getting too busy.
- Tabs on the components which are sent to the back can still be clicked, and the current tab will close, the tab in the background will expand and slide those components back into place simultaneously (the sliding effects is only a fraction of a second of animation time, and will not feel clumsy at all). If I could animate, you would see how slick this would look.
- DOUBLE CLICKING AN ITEM.. WILL REMOVE IT......................... *hint hint PGI *
This is the first image you see: (it is missing the tab graphics)
This is the Tabs in action. Notice that components are slide into the background while you focus on customizing this one. Tabs on the components in the background can still be clicked which would close the currently opened tab, bring the component into the foreground, and open that tab. Everything sliding in tandem, simultaneously to create a very smooth transition.
What do you guys think? Do you think this intelligent tab thing is a good idea? I think newer folks would appreciate the gesture to a simpler and more organized mechbay, and tackle their mech one component at a time.
Edited by MoonUnitBeta, 04 February 2014 - 08:21 PM.