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Suggestion: Game Module Load Option


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#1 TheStrider

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Posted 17 February 2014 - 07:46 AM

Since UI2.0 it's become more of a hassle to hotswap Modules between mechs. I even have friends who have forgone using Modules. Click mechlab, configure mech, click Modules, equip (or unequip) the module, then "Purchase". THEN you have to leave the mechlab all together or you can't launch with a group. I'm getting tired thinking about it! :)


How about a 2 stage approach?


First, we have the existing Module system in the mech bay. Any modules loaded via Mechbay stay equipped. This is also where you can purchase new modules.

Extend this to consumables as well - if I equip a consumable it will prompt you to repurchase after the match. (Simple Yes/No interface with the appropriate cost attached) Or go back to the auto-purchase option (ala closed beta repair/rearm).

Second, we have a "Game Time Load" module option. When we go to launch, it prompts us to load a Module - if we have any available. IE - I have 3 different modules pre-purchased, it prompts me with a list of these 3 before the match. I click the modules I wish to launch with, and the game launches. After the match they automatically un-equip.

Prompt for Modules, select/drag/drop module onto slot, ONE button to complete. Quick and sleazy.





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