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Nitpicking The New Mechlab


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#1 Polojilarious

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Posted 07 May 2015 - 08:29 PM

So, firstly, let me say that the new mechlab is overall a huge step forwards. But it has problems.

PROBLEM ONE - EQUIP AREAS ARE TINY.

The first and most annoying problem I'm having with the new mechlab is that, when I go to equip items, I often find that I am failing to drag the items to the correct area. This is not to say that I am accidentally equipping things to the wrong area, but that I'm hitting zones around the empty slots that cause the equip to fail.

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To be more specific: when you go to equip something to a component, only dragging the item to empty slots will successfully equip the item. This is a deceptively small area, and there's no reason that dragging the item onto endo, ferro, or actuator slots within the component should not also result in a successful equip. Ideally, anywhere within the component's box should result in a successful equip.

This also applies to omni-pods; right now they must be dragged into the omnipod slot on the correct component, when you really should just be able to drag them to anywhere on the component. Same deal for engine heatsink slots; right now they must be dragged into the slot on the engine, when it would be much more reasonable to have anywhere on the engine work.

PROBLEM TWO - ITEM REPLACING

This problem is not helped by the replace behavior that happens when you drag an item from the warehouse onto an item already equipped to the mech. I mean, whether this should swap out the items or just add the new item to the component if space is available is probably up to preference, but there are some core functionality issues here. For example, say I'm trying to equip 6 small lasers to a nova's arm. I equip the first 3 lasers just fine, but if I then happen to drag the fourth small laser onto a small laser already in the arm, and it replaces the existing small laser with a new small laser (for a total of 3 lasers) instead of properly adding the fourth small laser to the component. This happens pretty much whenever I'm trying to fill up a component with a bunch of one thing, be it lasers or heatsinks or ammo.

Personally, I do not like the replace behavior at all, and I find it easier to have items always added to the component (and have to manually remove items or strip mech to clear up space) instead of replacing things already in the component.

PROBLEM THREE - THE WAREHOUSE

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Basically, it's kind of hard to find items I'm looking for within the warehouse list. There are two major parts to this problem.

Firstly, the items on the list are very small, which makes it hard to read the text on the list items. Individual items are also annoying to click on both because they aren't particularly tall and there aren't clear divisions between list items. This would easily be fixed by making list items slightly taller (perhaps 1.5 times their current height), making the font larger to match, and adding a 1-2 pixel break/line between items.

Secondly, the warehouse list doesn't use colour in the same way the rest of the UI does. We have an established system where energy weapons are red, missiles are green, and ballistics are purple, but this is entirely ignored within the warehouse list. Colouring list items to match how they appear on the paper doll would make items easier to recognize within the list.

PROBLEM FOUR - OMNIPODS

This is technically a part of the warehouse, but the omnipod tab is so bad that it warrants it's own section. The list is basically impossible to read, as every item begins with and is sorted by the 'mech designation (IE: NVA-A RIGHT TORSO, NVA-A HEAD, NVA-A LEFT ARM, ...). For the love of everything, please sort the omnipod list by body part instead of mech designation, and consider removing the chassi part of the designation. I already know I'm working on a nova, I don't need to see "NVA" 40 times to remind me.

So, ideally, the list for nova omnipods would look something like:

Head - A, Head - B, Head - PRIME, Head - S, Left Torso - A, Left Torso - B, Left Torso - PRIME, ...

The other issues with the omnipod list are the tooltips and hardpoint information. The tooltips don't show up on hover, you have to click on the list item to make them appear. Sometimes the tooltips don't appear when you click, and they don't contain hardpoint information, only quirks. They really should just appear on hover, and the hardpoint info is important because the hardpoint display on the list itself is terrible.

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This is just hard to read. All of the coloured zeros turn what should be useful information into meaningless noise. Replacing the coloured zeroes with dark grey dashes or something would make it significantly easier to see which pods have what hardpoints.

And yeah, I have a few other minor quibbles (the entirety of the module screen), but these are the major issues.

#2 Mordynak

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Posted 07 May 2015 - 09:20 PM

All good points!

I also find it odd that we can double click to remove an item, but not to equip one.

#3 Reno Blade

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Posted 07 May 2015 - 10:36 PM

Nr1 is actually highlighting the whole section (free space plus the header) and not only the free slots liks you shown.

The rest are valid points.

#4 DoctorDetroit

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Posted 08 May 2015 - 08:15 AM

The omnipod filter buttons are not congruent with facing a mech in the lab. Mech's right should be players left, just like it is in the the expanded mech lab. Also, omnipods do not show their quirks when the mouse scrolls over them.





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