Jump to content

How do you think the new MechLab will work?


7 replies to this topic

#1 Ansel

    Member

  • PipPipPipPipPipPip
  • 471 posts

Posted 10 March 2012 - 10:51 AM

This is how I hope the new mechlab works out.

Say a stock Atlas wanted to switch out the AC-20, you would free up Balistic Critical Spaces in the torso for use with another balistic weapon or they could be used for heatsinks, the leftover weight could be used to increase armor or the ammount of ammo for another weapon.

Also all changes would increase the ammount of repair cost by 2% for each critical used that isn't stock to the varient being modified.

So for example and AC-20 takes up 10 critical spaces, it would increase the base repair cost by 20% if all critical spaces are used in a custome setup.

Any change to the engine of the mech would increase the base repair cost by 10%.

Adding jumpjets to a mech that dosn't have jumpjets would increase the base repair cost by say 5% and removing them from a mech that has them standard would decrease the base repair cost by 2%.

Leftover weight wouldn't increase or decrease the repair cost.

Then the game would tell you your new repair cost for the changes you have made to the mech before you accept them.

This would make useing a custom mech costly, but you would have the specific setup that you wan't and know you can use better than any stock or variant.

On the other side it helps keep variants viable because the cost to tweak a setup wouldn't be that great and would allow for good flexability.

And stock mechs would still be used because of low operating costs.

#2 Bluey

    Member

  • PipPipPipPipPipPipPip
  • 948 posts
  • LocationAnatolia

Posted 10 March 2012 - 10:57 AM

I think we should let PGI decide on these they are quite experianced about mech games.
No need to mention bosses are ex fasa

#3 Ragotag

    Member

  • PipPipPipPipPip
  • Survivor
  • 126 posts
  • LocationVirginia, U.S.A.

Posted 10 March 2012 - 12:48 PM

I like the concept. I just hope that a type-specific (energy, ballistic, missile) hardpoint system is used, with each mech and variant having a different mix of hardpoints.

#4 ENDMYSUFFERING

    Member

  • PipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 180 posts
  • LocationKentucky

Posted 10 March 2012 - 12:51 PM

They said hardpoint. So I'm sure it'll be like MW4, but each variant will have a different hardpoint setup.

#5 Ragotag

    Member

  • PipPipPipPipPip
  • Survivor
  • 126 posts
  • LocationVirginia, U.S.A.

Posted 10 March 2012 - 12:58 PM

View PostFlametrace, on 10 March 2012 - 12:51 PM, said:

They said hardpoint. So I'm sure it'll be like MW4, but each variant will have a different hardpoint setup.


Yeh, but did they say weapon type-specific hardpoint? There's a significant difference, IMO.

#6 Thomas Hogarth

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 463 posts
  • LocationTharkad

Posted 10 March 2012 - 12:58 PM

I'm hoping for refit "packages". So you swap out an AC/10 hardpoint for a PPC+heat sinks. Or a PPC for LL+HS. A LRM rack for SRM racks. Dropping a SRM rack for more armor. Pre-packaged customizations which cost a fortune, thus limiting custom rides to the rarity they should be.

#7 Atlai

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 3,439 posts
  • Locationfrom the East of the South end of the North

Posted 10 March 2012 - 01:26 PM

im hopeing that it works like MW3 but the devs said a hardpoint system so its most likely going to be like MW4 witch is totally fine ive spent the most time using that anyway

#8 Mason Grimm

    Com Guard / Technician

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 2,886 posts
  • Facebook: Link
  • LocationToronto, ON

Posted 10 March 2012 - 02:08 PM

Ok, here is my opinion on how the mechlab will work (based on different articles, dev comments, etc. etc.)

You will purchase a mech! Yay!
You can customize this mech, using a HARDPOINT system. Missile Weapon hardpoints, Energy Weapon hardpoints etc.

That doesn't limit you from using your favorite mech in the way you want though does it? NOPE!!!

Here is why...

Say your favorite mech is the Catapult. The standard chassis comes with LRMs right? Well you could take those out and add LRM10s and a bit more armor or maybe engine speed or whatever. But say you want Large Lasers instead right? The problem is you can't put Large Lasers where the Missiles are cause they are two different hardpoint systems.

Simple! Go and buy the PPC Variant Catapult and you now have ENERGY WEAPON hardpoints to work with instead of MISSILE WEAPON hard points.

Say you are on a desert map and you know heat is gonna be a ***** of an issue? Grab a variant that allows you to put some ballistic weapons on there or maybe strip off one of the energy weapons and add an extra heat sink or three. Maybe reduce your engine speed a tad and add heat sinks in the legs and then go and find a bucket of water to stand in while you fire away.

The system they have put in place (from what I can tell) will function quite well actually. It removes "boating" but still allows a very deep level of customization.

There is a post about this on MechSpecs.com in the General Chat Area





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users