Consider allowing friends in a group to invite each other to their mechlab, perhaps with a split screen for the two to work on a mech together even if only the inviter owns that variation. With visible side by side projects they can see by example and talk about it in a bottom chat window as in Mechwarrior 4 Mercenaries. This would be the method of suggested help for newbies in the mechlab as well as pros trying to make their lance the best.
I would have put this on similar existing threads but did not have access.
2
Coop Mechlab
Started by BAD BOB, Sep 23 2014 06:46 PM
6 replies to this topic
#1
Posted 23 September 2014 - 06:46 PM
#2
Posted 23 September 2014 - 06:48 PM
Would be neat.
You can accomplish this to a limited extent with Skype, however.
Don't think MWO will ever have this ability.
You can accomplish this to a limited extent with Skype, however.
Don't think MWO will ever have this ability.
#4
Posted 23 September 2014 - 10:53 PM
Refinement for helping spread this game's popularity and comprehension thereof when launched through Steam.
Thoroughly edited after listening to latest NGNG Town Hall Meeting on 1-19-2015.
With a little further thought, this Coop-Mechlab can be exceedingly simple and available for not only two players at once, but as many in a group or on one's friends list willing to work on a/the same mech at the same time. The greatest reason is for new players to receive help and know-how experience of the mechlab quickly and smoothly from experienced MechWarriors, or even as a way for multiple newbies to tackle this learning aspect together.
Now, the best way for this to start is with the impending VOIP to be working with a group while they are still exploring the Mechlab/Faction tabs. I imagine that there will be two voice activation keys, one to speak to your lance and one for the entire team. In this instance, the lance key will talk to those that have accepted this Co-op Configuration and the other for all members of the group.
One group member goes to their mechlab, selects configure on one of their mechs, and wahlah, click a new button on the bottom of the left column under "Strip Mech" that invites "Group Configuring" or "Co-op Configuration" or whatever the developing team decides it should be labeled. That button will open a window with checkable boxes on the left of player names, starting with members of the group you may be in, followed by the rest of your friends that are online, alphabetically. After checking the boxes for whom are wished invited to this working party, a button at the bottom right of that overlaying window will be clicked that reads, "Send Invite." Those selected get a message that tells them who it is from and what mech variant is to be worked on, decline or accept just as they do for group invites, and get redirected to that particular mech's configuration mechlab. The chosen participants and the host will be started on the "Mech Details" screen showing their very own configuration of the host's current model or the stock model if they do not own one.
What is necessary is to add on the right side of the mechlab screen, (both here and in all other configuration screens while in this Co-op mode,) that is already blank overlaying the rotating mech in the loadout screen, a slightly slimmed up version of the already existing mech details screen we have available. (The mech details that show all of a mech's slots and items exactly where they all are on one screen.) Place the friend's mech details (speed, heat, damage, armor) in the bottom right corner right beside your own mech details for side by side overall comparison exactly as they are now. Place the mechanic's name for the observed mech on top of the other players mech stats with an arrow on each side to switch back and forth between the multiple players' setups. Plus of course, add an on-screen chat for this mechlab's members, maybe in the top right blank space, so we do not have to keep toggling the friends window.
The usual "Mech Details" button on top of your Mech Stats will still take you exactly where it did before, but now have the three stated additions shown on the right (The other mech stats, the slimmed-up version of the other "Mech Details," and the added chat window) with your own mech stats still there as well. This will allow a complete and quick comparison between the user's construction and the others', which can be cycled through here as well as in the Loadout, Upgrades, and Modules.
After four months of thought, add a modules link and the new Co-op Configuration button to the Mech Details screen, allowing each member to freely compare and modify their design and even invite their own friends as well. Designate the back button to leave the Co-op Mechlab for whatever reason, but somewhere put a Rejoin Co-op Mechlab choice to prevent frustrations.
As for c-bill requirements, group configuring should not be restricted by "Not enough c-bills" for obvious creative reasons. For owners of the alleged mech, the bottom left corner already shows their funds and the balance it would be for their modifications, which would naturally turn red when in excess and not allow them to save. For those without the mech, the price of the stock model would be added into the bill from the beginning going up with not-owned additions, maybe also in an optional form showing an individually calculated MC price of the chassis and alterations together for the hasty backs of this project. For those that take pride in earning their pride, they will at least have an idea of how much savings they'd need for their version of these worthwhile considerations.
I'm not a programmer, but that's just as easy as setting up a web page. Eh... Maybe not that easy, but not too complicated either.
Hope it helps:)
Thoroughly edited after listening to latest NGNG Town Hall Meeting on 1-19-2015.
With a little further thought, this Coop-Mechlab can be exceedingly simple and available for not only two players at once, but as many in a group or on one's friends list willing to work on a/the same mech at the same time. The greatest reason is for new players to receive help and know-how experience of the mechlab quickly and smoothly from experienced MechWarriors, or even as a way for multiple newbies to tackle this learning aspect together.
Now, the best way for this to start is with the impending VOIP to be working with a group while they are still exploring the Mechlab/Faction tabs. I imagine that there will be two voice activation keys, one to speak to your lance and one for the entire team. In this instance, the lance key will talk to those that have accepted this Co-op Configuration and the other for all members of the group.
One group member goes to their mechlab, selects configure on one of their mechs, and wahlah, click a new button on the bottom of the left column under "Strip Mech" that invites "Group Configuring" or "Co-op Configuration" or whatever the developing team decides it should be labeled. That button will open a window with checkable boxes on the left of player names, starting with members of the group you may be in, followed by the rest of your friends that are online, alphabetically. After checking the boxes for whom are wished invited to this working party, a button at the bottom right of that overlaying window will be clicked that reads, "Send Invite." Those selected get a message that tells them who it is from and what mech variant is to be worked on, decline or accept just as they do for group invites, and get redirected to that particular mech's configuration mechlab. The chosen participants and the host will be started on the "Mech Details" screen showing their very own configuration of the host's current model or the stock model if they do not own one.
What is necessary is to add on the right side of the mechlab screen, (both here and in all other configuration screens while in this Co-op mode,) that is already blank overlaying the rotating mech in the loadout screen, a slightly slimmed up version of the already existing mech details screen we have available. (The mech details that show all of a mech's slots and items exactly where they all are on one screen.) Place the friend's mech details (speed, heat, damage, armor) in the bottom right corner right beside your own mech details for side by side overall comparison exactly as they are now. Place the mechanic's name for the observed mech on top of the other players mech stats with an arrow on each side to switch back and forth between the multiple players' setups. Plus of course, add an on-screen chat for this mechlab's members, maybe in the top right blank space, so we do not have to keep toggling the friends window.
The usual "Mech Details" button on top of your Mech Stats will still take you exactly where it did before, but now have the three stated additions shown on the right (The other mech stats, the slimmed-up version of the other "Mech Details," and the added chat window) with your own mech stats still there as well. This will allow a complete and quick comparison between the user's construction and the others', which can be cycled through here as well as in the Loadout, Upgrades, and Modules.
After four months of thought, add a modules link and the new Co-op Configuration button to the Mech Details screen, allowing each member to freely compare and modify their design and even invite their own friends as well. Designate the back button to leave the Co-op Mechlab for whatever reason, but somewhere put a Rejoin Co-op Mechlab choice to prevent frustrations.
As for c-bill requirements, group configuring should not be restricted by "Not enough c-bills" for obvious creative reasons. For owners of the alleged mech, the bottom left corner already shows their funds and the balance it would be for their modifications, which would naturally turn red when in excess and not allow them to save. For those without the mech, the price of the stock model would be added into the bill from the beginning going up with not-owned additions, maybe also in an optional form showing an individually calculated MC price of the chassis and alterations together for the hasty backs of this project. For those that take pride in earning their pride, they will at least have an idea of how much savings they'd need for their version of these worthwhile considerations.
I'm not a programmer, but that's just as easy as setting up a web page. Eh... Maybe not that easy, but not too complicated either.
Hope it helps:)
Edited by BAD BOB, 19 January 2015 - 03:02 AM.
#5
Posted 24 September 2014 - 12:01 AM
Come to think of it, this pre-purchased option to configure mech models would be great for single players too while browsing. Who wouldn't want to order a completed self-customized design instead of a standard that may or may not mold into their liking? After all, sales are final transactions...
#6
Posted 24 September 2014 - 01:09 AM
Moved to "Feature suggestions".
#7
Posted 19 January 2015 - 01:53 AM
I have carefully edited my lengthy quoted suggestion above for review. It would be nice for this to be arranged for comments by the player base to give creators the idea of its want and potential.
All for Mechs and Steam!
All for Mechs and Steam!
Edited by BAD BOB, 19 January 2015 - 01:57 AM.
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