MechLab scratchbuilding
#521
Posted 20 March 2012 - 07:10 PM
#522
Posted 20 March 2012 - 08:12 PM
Now when we start taking salvage, the whole thing changes as one adapts what one has into a useable whole. That is part of the canon with mechs often sporting arms or legs from anothe model.
#524
Posted 21 March 2012 - 05:48 AM
Holmes, on 17 December 2011 - 06:49 AM, said:
The mechlab in MW:LL is coming. Remember that this is a Beta Mod to Crysis. There are sufficient variants in the game to warrant your continued interest AND if you have recommendations, the Devs are receptive. Your point of view with how a mechlab should work could be key, but now you will not know because you are done with MW:LL.
#526
Posted 21 March 2012 - 06:16 AM
Edited by Lt Trevnor, 21 March 2012 - 06:17 AM.
#527
Posted 21 March 2012 - 06:27 AM
#528
Posted 21 March 2012 - 07:05 AM
Mellowbloom, on 21 March 2012 - 06:27 AM, said:
Agreed. A Little leeway would be nice for new players. Perhaps a simulator run of the proposed changes.
Cheers
#529
Posted 21 March 2012 - 07:32 AM
Ie Energy weapons can only go in Energy weapon slots etc.
keeps the mechs in the spirit they were designed
#530
Posted 21 March 2012 - 07:38 AM
Ellister, on 21 March 2012 - 07:32 AM, said:
Ie Energy weapons can only go in Energy weapon slots etc.
keeps the mechs in the spirit they were designed
But the "MechLabians" will so cry foul if they can't totally butcher any design into some gross form of walking gun boat.
#531
Posted 21 March 2012 - 10:27 AM
#532
Posted 22 March 2012 - 01:53 PM
And don't forget the CPLT-K2, no LRM, instead 2 PPC... don't know, if that's even possible with the engine (or model), but if you go only Stock, then you have to look at the timeline of these stocks...
BTW: i want my CPLT-K2!!! ^^
#533
Posted 22 March 2012 - 02:01 PM
I'm for full customisation. It's what makes Mechwarrior stand out from other games. There are ways to make the scratch-build rules balanced. Don't take it away from us please!
#534
Posted 22 March 2012 - 03:21 PM
please forgive me, but sometimes something just sticks me wrong to the point i have to say something.
#535
Posted 22 March 2012 - 03:42 PM
Ellister, on 21 March 2012 - 07:32 AM, said:
Ie Energy weapons can only go in Energy weapon slots etc.
keeps the mechs in the spirit they were designed
What about warhammer, its hands can hold PPC(energy), aswell as gauss, AC/10 (projectile), same with its shoulder extensions that can hold missiles aswell
Edited by steel talon, 22 March 2012 - 03:43 PM.
#536
Posted 22 March 2012 - 06:41 PM
Quote
Different varients, different hardpoints. Like the cases with the Catapult and Hunchback, there are lots of mechs like that I'm sure. Devs did say there will be different varients for each mech. I'm sure most people has seen it already, but I would like to put emphasis at 3:00 and beyond of the below video. That's all I have to contribute to this thread. Besides I'm for customization of weapon loadouts, speed, and armor, possibly some systems.
#537
Posted 22 March 2012 - 07:01 PM
I personally am a fan of the idea of receiving your 'mech in a Stock variant, but allowing customization to a degree. Not quite as limiting as the old "Overall Design Integrity" rules in the old Battletech Master Rules, but you should not be able to turn an Assassin into a Hollander since the 'mechs frame was just not designed that way.
If you somehow can, it should be both highly expensive and take a serious amount of time in a refit-approved area to do so. As it is mentioned that this would be in real-time, this kind of process should take significant time and manpower (which more manpower can reduce the time at higher cost to a certain limit).
The idea another poster had regarding refit packages is an excellent one, to turn one mech variant into another (example being a JR7-D Jenner into a JR7-F), or to upgrade your 'mech to newer technology (like BNC-3S Banshee into BNC-5S).
#538
Posted 23 March 2012 - 12:41 PM
limiting us to just stock mechs or using a hard point system would really dumb down my play experience...
#539
Posted 23 March 2012 - 01:08 PM
What I mean is, they are stock mechs that anyone can use, and when everyone has stock mechs, even if there's multiple variants I instantly have an idea of what that mech is carrying, and what his weakness and strengths are. Why? Because I drove that same variant too, and know how many heat sinks it has, how often it can alpha without shutdown, etc. There's no surprises on the battlefield.
Now with customization in MW2 and MW3 and also the more limited mechlab in MW4 I kept coming back to the mechlab to create mechs that would work for me, and my playstyle, with weapons and groupings that suited only me, and a mech that was literally something I could identify with, on the battlefield it was "mine" and other players sometimes actually started recognizing me because of a specific design I had created. The mech had become something truely unique to the battlefield and something to be proud of by it's creator.
When it comes to canon, some of that will have to change with a real time PC simulation, but a lot of the balance was already there because restrictions came from the mechs weight, the weapons weight, cost of components, criticals used up, etc. That's a lot of the fun for me, the custom mechs, and not knowing what the other guy is going to bring to the fight.
I used to spend a lot of time in battles studying the firing sequence of the enemy mechs, and recognizing the weapons he had on his mech, in battles, it adds a lot of replayability to the sim, and keeps things interesting and keeps me and a lot of friends I know coming back for more.
#540
Posted 23 March 2012 - 05:36 PM
That said, there is a place for "customizations" when we start to take salvage. I'm sure there will be some "frankenmechs" once people start replacing missing parts with what's available. That is in the lore. Keep the ground up customs on Solaris where they belong, not on the battlefield.
Sorry if it sounds like I'm preaching.
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