And if this iteration of Mechwarrior can't do it, what about next? And next?
In the past, I have thrown out ideas such as multi-lock missiles, weapon type diversification, 0.1 ton usage possibilities, auto-aim/cone of fire unification for joystick optimization, etc and etc.
But today, I want to focus on something more concrete.
An interactive Mech Lab overhaul. Very few games in the market currently possess an interactive "prep" menu.
Think of Call of Duty and Overwatch or other FPS heavy hitters: Show you the gun, change a few avatars, maybe a few battle ready poses right before launch, correct?
It feels very static. Now, since I wasn't here during the last Mech Lab change, from the past video that I've seen, the Mech Lab has certainly gotten very modernized. It's a very clean background with a lot of comfortable "white space," more in tune with modern aesthetic. However, it could be more.
Obviously, an animated "Mechlab"/prep screen isn't new. I vaguely remember a few Ace Combat games might have planes actually doing runway slide during the prep process. But imagine this...
A fully interactive Mech Lab, no longer static, but feels like the prep screen IS the game, not just the preparation.
What I mean is, for example, maybe add an additional 2 viewing options that can be activated at anytime.
1. Mechanics Perspective: Default view. Allows you to twist the space and the mech in a mech centric rotation. It will be super useful when applying decal on top of mech or just to look at your mech from a 3 POV perspective. From time to time, maybe a mechanic can walk by or something in the background as a way to show you the scale and perspective of each mech. Maybe a diagnostic crew jumping in and out of the cockpit. Wouldn't that be cool to actually see how a person would fit into an ACH?
2. Mech Perspective: The camera is centered on the center weight of the mech. It will perform basic diagnostic movements based on the keys pressed. Maybe crouch, tilt, arms wiggle, etc etc. In addition, you choose to perform an automated "Movement check" where your mech slide out of the hanger and walks around a field for a little bit (this of course, will switch you to a side view while the animation takes place)
In both perspectives, let the user have the option to turn off all the panels or info boxes. Essentially, a free look without any distractions/obstructions. Regardless of mech fetishes, these unobstructed screenshots can make for killer wallpapers, further advertising the game.
This, of course, will require an additional overhaul. Mech Lab 3.0 per se. And it will certainly be one of the most interactive and advance prep screen out on the market now.
Future talks aside, I want to address several issues that can be EASILY fixed right now.
1: Small/Medium/Large lasers (and others) should not have the same weapon model. I mean, this is literally like creating a few additional gun barrels. Maybe a few different shapes between IS and Clan. But as of now? It just spells lazy. I mean, you can't even put paint or decal over weapon parts, so it's a null issue on compatibility.
2: Highlighted weapon in weapon grouping assignment (and/or Equipment adjustment screen, when doing first click to highlight, not double click to remove). Another also very basic and rudimentary things that for some odd reason, is not in the game. I don't want to know which weapon I can assign to which group based on my remembrance of some top right left right bottom top rules. I want to be able to see it.
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Maybe all of these are bells and whistle. But hey, the game can be programmed to have just 5 polygons and it's still technically a working games. But we strive to make Pong more like Candy Crush, Mario more like the Witcher, and so I say, bells and whites are progress.
Only when we can strive for something better, do we actually get better. If ultimately PGI can't implement these, how great would it be if the next developer(s) can stay ahead of the curve and bring us a game closer to 3060 than ever before?
Edited by razenWing, 28 January 2017 - 02:28 PM.