Would someone else like to see real values from your mech in the overview instead of %?
I could imagne it working like this:
Instead of all Trees at once you only see one tree at a time. I mean I can't focus on me then one at a time anyway so no big lose here. Lets say Armor/Structure tree to the left.
On the right side we see a basic outline of a mech with the armor values you currently have in blue and the additinal points in green beside/under them.
You could imidiatly see what selecting a certain skill does without writing down your armor values and takeing out a calc.
Another example, lets pic the weapons tree.
Left side the weapons tree, right side a list of all the weapons you have. (Weapons tree is a bit larger, so it might have to slide under the weapons list but you can move it around like you can now)
You can see right there what that "laser duration -5% does to the different lasers you have.
Its just an idea I had when I looked at my list of skills and thought "Yah 10% more armor, thats so cool....wait....what are 10%? How much armor did I gave that mech ...don't know...two years ago when I skilled it and last changed something?! Damn I have no idea if its worth spending these points. Oh well back to the loadoutscreen writing down all the values FOR EVERYTHING just to see if a skill is worth putting XP and money into them.
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Real Values Instead Of %
Started by Nesutizale, Mar 07 2017 08:32 AM
2 replies to this topic
#1
Posted 07 March 2017 - 08:32 AM
#2
Posted 07 March 2017 - 07:42 PM
The problem with real values is that they are usually relevant to what mech you are taking.
A large laser is going to get a different benefit from a laser duration benefit then a medium laser or a small pulse laser.
Armor is dependent on both location plus what you put on the mech.
Structure is dependent on the value within individual locations.
Not to mention that it appears that "quirks" are treated as baseline, so an Atlas with a huge amount of CT structure quirks is going to gain a different benefit then what a King Crab will get.
As nice as having clear values right there for you, I really don't see how they can do that without completely cluttering up the existing UI like what you see with the various ammo boosting nodes.
A large laser is going to get a different benefit from a laser duration benefit then a medium laser or a small pulse laser.
Armor is dependent on both location plus what you put on the mech.
Structure is dependent on the value within individual locations.
Not to mention that it appears that "quirks" are treated as baseline, so an Atlas with a huge amount of CT structure quirks is going to gain a different benefit then what a King Crab will get.
As nice as having clear values right there for you, I really don't see how they can do that without completely cluttering up the existing UI like what you see with the various ammo boosting nodes.
#3
Posted 08 March 2017 - 02:39 AM
Exactly the points you mention are why I would like to have these valies to look at right away.
As for the interface...I mand a quick mockup.
Yes you loose a bit of screenspace but its not that bad. I prefere to have this extra information over loosing that bit of space at the side.
The list would only show the value changes from the selected tree instead of all values like the current upper list does.
So when you are in the weapon tree, you get the changes to your weapons. When in the armor tree, you see the changes to your weapons...and so on.
That should help a bit with keeping an overview.
As for the interface...I mand a quick mockup.
Yes you loose a bit of screenspace but its not that bad. I prefere to have this extra information over loosing that bit of space at the side.
The list would only show the value changes from the selected tree instead of all values like the current upper list does.
So when you are in the weapon tree, you get the changes to your weapons. When in the armor tree, you see the changes to your weapons...and so on.
That should help a bit with keeping an overview.
Edited by Nesutizale, 08 March 2017 - 02:43 AM.
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