Maybe the title is a little misleading
What I imagined was ... let us rotate around our mech but as if we are moving round the mechlab. so the room spins too.
Let us zoom in/out
Have all the other mechs in our stable (not trial) off in the distance in a line down the bay.
Make the mech lab seem more atmosphere generally
Also ... when you click a button ... like select mech ... have a datapad swing up in the foreground as if we are looking at it.
Then when we select ... swing the mech into view just as if it had been physically moved to your location.
the same applies to other buttopn ..like skills ... inventory ... all as if its in 1st person looking at a data pad.
0
Animate The Mech Lab
Started by Woodstock, Jun 10 2014 07:45 AM
5 replies to this topic
#1
Posted 10 June 2014 - 07:45 AM
#2
Posted 10 June 2014 - 09:28 AM
I'd just love to see the mech moving a little bit, like the pilot is testing the controls. Little things, like torso-tilts, or the arm raising a bit and the hand (if it has a hand) flexing.
I think it'd be neat if each mech had a customized 'behavior' in mechlab. Atlas just looms imposingly, flexing its big fists and looking around. Centurion turns its shield arm in and up to mock-shield itself. Commando crouches a little and looks around, fingers flexing a little nervously. Locust and Jenner moving twitchily in their stalls, as if eager to start sprinting.
Things like that.
I think it'd be neat if each mech had a customized 'behavior' in mechlab. Atlas just looms imposingly, flexing its big fists and looking around. Centurion turns its shield arm in and up to mock-shield itself. Commando crouches a little and looks around, fingers flexing a little nervously. Locust and Jenner moving twitchily in their stalls, as if eager to start sprinting.
Things like that.
#3
Posted 10 June 2014 - 06:15 PM
Greetings all,
The current Mach Lab is actually a few different items displayed together.
The background is a 'flash' image with the mist. and the Mech is a separate item.
- If there was something added, I'd like to see some activity happening around the background.
- Possibly see a few Tech's and Mechanics moving about and passing through the scene.
- The odd cargo mover drive by in front or back of our Mech
- Something to truly give us a sense of scale, as the small monitors are not doing it.
(they could be any sizes, from 30inchs to 2 inch's, nothing physical to get a reference from.)
For reference: The Mech's only moved any of there components when warning sounds were produced, with the amount of activity happening around the Bay it was rather dangerous to just move a leg or arm. These are really large structures and can easily kill or injure ground crew.
(remember the MWO original video, showing two tech's clearing the lower and upper areas before the Atlas was moved.)
If these Mech Bays are the heart of the Mech's world, there should be a flurry of activity happening around them, preparations for combat seem to be on coffee break.
9erRed
The current Mach Lab is actually a few different items displayed together.
The background is a 'flash' image with the mist. and the Mech is a separate item.
- If there was something added, I'd like to see some activity happening around the background.
- Possibly see a few Tech's and Mechanics moving about and passing through the scene.
- The odd cargo mover drive by in front or back of our Mech
- Something to truly give us a sense of scale, as the small monitors are not doing it.
(they could be any sizes, from 30inchs to 2 inch's, nothing physical to get a reference from.)
For reference: The Mech's only moved any of there components when warning sounds were produced, with the amount of activity happening around the Bay it was rather dangerous to just move a leg or arm. These are really large structures and can easily kill or injure ground crew.
(remember the MWO original video, showing two tech's clearing the lower and upper areas before the Atlas was moved.)
If these Mech Bays are the heart of the Mech's world, there should be a flurry of activity happening around them, preparations for combat seem to be on coffee break.
9erRed
Edited by 9erRed, 10 June 2014 - 06:22 PM.
#4
Posted 11 June 2014 - 06:23 AM
i couldnt agree more Red
the mech bay needs to feel much more alive like a bee hive
currently it feels like a dock worker strike
the mech bay needs to feel much more alive like a bee hive
currently it feels like a dock worker strike
#5
Posted 11 June 2014 - 10:12 AM
A higher graphics setting for the mech lab is needed.
I don't know about your computer but that textured pipe in the background is getting on my nerves, because it keeps re-rendering itself all the time.
Add some power, coolant and diagnostic pipes and cables linked to the mech would be nice.
Having some technicians would be nice and an animated tracked crawler transporting mech parts, bombs, aero fighters, power rods... ect about.
Fault and settings Technicians (click on them to set them)
1 Ammo Technician (with you've forgot to load ammo animation)
2 Auto reload Consumables Technicians (with animation showing them Idle or Working dependent on if you want auto reload of consumables)
3 No engine Technician
4 Recall saved load out Tech... etc
Mech house or clan affiliation banners in each mech bay (so you can play different clans or houses at the same time with different mechs)
I don't know about your computer but that textured pipe in the background is getting on my nerves, because it keeps re-rendering itself all the time.
Add some power, coolant and diagnostic pipes and cables linked to the mech would be nice.
Having some technicians would be nice and an animated tracked crawler transporting mech parts, bombs, aero fighters, power rods... ect about.
Fault and settings Technicians (click on them to set them)
1 Ammo Technician (with you've forgot to load ammo animation)
2 Auto reload Consumables Technicians (with animation showing them Idle or Working dependent on if you want auto reload of consumables)
3 No engine Technician
4 Recall saved load out Tech... etc
Mech house or clan affiliation banners in each mech bay (so you can play different clans or houses at the same time with different mechs)
#6
Posted 11 June 2014 - 12:13 PM
Greetings all,
Considering the scale of everything within the Mech Bay never changes, If I load an Atlas or a Jenner in there it all seems to be the same scale.
- The viewer is presented with the same 'mid chest' or near cockpit height view.
If you want scale, place the viewer near the knees or feet, and required to actually look up to get the feeling of something very large.
I'm thinking that PGI may have tried to present people moving around before we got to see this Mech Bay imagery, but the elements were so small that rendering them didn't do the effect any justice. With most human sized elements only being sized to about the Mech's foot height.
- There would need to be quite a bit of art work, rendering, large files, and code designed to place elements into this "background", then have them physically move around is another time consuming job, with no $ returns on PGI's side for the time and effort.
- Again it's only a Background image and nothing is articulated or moving, there would need to be different 'fields' created to render items in the middle, and fore ground. Lots of code work, but with the new 'plug-in' UI PGI may be able to update what we have now. There's an entirely new UI2.X being worked on so possibly we may see some improvements.
I would like to see different levels of detail offered, if your system can handle it. Offer a high definition and detail MechLab for those that can run the application. If not you get what we see now.
It's only eye candy and doesn't change anything within the game mechanics, but there should defiantly be a difference between the IS and Clan Mech Bays. Different tech seen and displayed with different imagery to represent Clan tech levels.
Side note here: What we see now is designed to represent a Drop Ship interior Mech Bay, not a Planet facility or factory. Some of the changes we place our Mech's through should technically not be functionally doable or possible with the limited tech on the ships. And require the full factory to strip and replace internal frames, but that's Lore related and probably wouldn't make for much fun in the game environment.
9erRed
Considering the scale of everything within the Mech Bay never changes, If I load an Atlas or a Jenner in there it all seems to be the same scale.
- The viewer is presented with the same 'mid chest' or near cockpit height view.
If you want scale, place the viewer near the knees or feet, and required to actually look up to get the feeling of something very large.
I'm thinking that PGI may have tried to present people moving around before we got to see this Mech Bay imagery, but the elements were so small that rendering them didn't do the effect any justice. With most human sized elements only being sized to about the Mech's foot height.
- There would need to be quite a bit of art work, rendering, large files, and code designed to place elements into this "background", then have them physically move around is another time consuming job, with no $ returns on PGI's side for the time and effort.
- Again it's only a Background image and nothing is articulated or moving, there would need to be different 'fields' created to render items in the middle, and fore ground. Lots of code work, but with the new 'plug-in' UI PGI may be able to update what we have now. There's an entirely new UI2.X being worked on so possibly we may see some improvements.
I would like to see different levels of detail offered, if your system can handle it. Offer a high definition and detail MechLab for those that can run the application. If not you get what we see now.
It's only eye candy and doesn't change anything within the game mechanics, but there should defiantly be a difference between the IS and Clan Mech Bays. Different tech seen and displayed with different imagery to represent Clan tech levels.
Side note here: What we see now is designed to represent a Drop Ship interior Mech Bay, not a Planet facility or factory. Some of the changes we place our Mech's through should technically not be functionally doable or possible with the limited tech on the ships. And require the full factory to strip and replace internal frames, but that's Lore related and probably wouldn't make for much fun in the game environment.
9erRed
Edited by 9erRed, 11 June 2014 - 12:23 PM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users