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#1 Bagoul

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Posted 30 January 2026 - 09:23 AM

I have items in my inventory that are only "sell", How do I move them to the warhouse in mech lAb

#2 martian

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Posted 30 January 2026 - 10:31 AM

View PostBagoul, on 30 January 2026 - 09:23 AM, said:

Inventory

I have items in my inventory that are only "sell", How do I move them to the warhouse in mech lAb
To put it simply, they already are in your Mechlab. You do not have to move them there.

If you already own some weapon, equipment, OmniPod, etc. that is just catching the dust in your inventory, you pay nothing when equipping your 'Mech with it.

Edited by martian, 30 January 2026 - 11:13 AM.


#3 TheCaptainJZ

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Posted 10 February 2026 - 10:20 AM

What martian said. Inventory shows you everything your account has that is not equipped. The warehouse in the mechlab filters that down to what the selected mech can possibly equip. With two tech bases, there is no mech that will show you everything in your inventory. Note that the warehouse includes the quantity you own but if you don't already own it, it will add the cost to the cart and when you save it, you will complete purchase of those items that you didn't already own.

Also note that upgrades like Double Heatsinks, Ferro Fiberous armor, Endo Steel, Artemis, etc. have a fixed cost to swap to that upgrade (1.5 M cbills for DHS for instance) or to switch to another option independent of the cost of the actual armor, missile launchers, heatsinks, etc. Those are treated like normal inventory. For missiles, you have Artemis versions and non-Artemis versions which are owned and purchased as separate items. You cannot mix and match types.

Pro tip for new players-you can remove items from mechs, save them, and then equip those items on other mechs. You obviously can't play in a mech that you stripped critical components from but if you're starting out cash poor, you may be able to buy one engine to share between two mechs until you can afford another copy.

Oh, and there was talk once about allowing players to sell extra armor chunks, but that never got implemented. So you can buy armor but can never sell it.

Edited by TheCaptainJZ, 10 February 2026 - 10:27 AM.


#4 CFC Conky

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Posted 27 February 2026 - 10:50 AM

When I was a new player, I always checked the stock equipment of mechs I considered buying to see if I could use said equipment on the mechs I already owned.

Good hunting,
CFC Conky

#5 martian

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Posted 27 February 2026 - 09:07 PM

View PostCFC Conky, on 27 February 2026 - 10:50 AM, said:

When I was a new player, I always checked the stock equipment of mechs I considered buying to see if I could use said equipment on the mechs I already owned.

Good hunting,
CFC Conky

These days a new player earns 20-25 million C-Bills after completing his introductory period, so he can buy any equipment he wishes.

#6 Tesunie

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Posted 27 February 2026 - 09:31 PM

View Postmartian, on 27 February 2026 - 09:07 PM, said:

These days a new player earns 20-25 million C-Bills after completing his introductory period, so he can buy any equipment he wishes.


Unlike when I started, and the trial mechs were all still stock configurations, and I would buy a new mech and it would have to earn it's own upgrades, with repair costs on top of that...

Of course, back then you could get away far easier with playing a stock mech. Them were the days.

#7 martian

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Posted 27 February 2026 - 11:02 PM

View PostTesunie, on 27 February 2026 - 09:31 PM, said:

Unlike when I started, and the trial mechs were all still stock configurations, and I would buy a new mech and it would have to earn it's own upgrades, with repair costs on top of that...

Of course, back then you could get away far easier with playing a stock mech. Them were the days.

MVP = Minimally Viable Product

Posted Image

#8 Tesunie

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Posted 28 February 2026 - 10:24 AM

View Postmartian, on 27 February 2026 - 11:02 PM, said:

MVP = Minimally Viable Product

Posted Image


As much as I like that, I'm more likely to lean towards the vision of the game changing, experience with the game type, and IGP exiting the picture. In some respects, I liked the game better back then. In other respects, I am happy with the changes they have also made over time. HSR and dropping R&R being some of the big improvements, and (as much as people will disagree) Clan tech being added in being a slight hindrance (game balance wise). And don't get me wrong, I like the Clan mechs and all, just balance wise it was tricky to get them in on a PvP shooter game like this.

And... am I strange to feel that the Monthly Free Mechs is a bit of a hindrance to the game too? A free mech bay, or color might be better than a full free mech (unless it's a hero). Maybe it's just me? (Not going in depth here about it, as it's a long explanation, with back and forth on the goods and bads of it.)

#9 martian

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Posted 01 March 2026 - 02:08 AM

View PostTesunie, on 28 February 2026 - 10:24 AM, said:

As much as I like that, I'm more likely to lean towards the vision of the game changing, experience with the game type, and IGP exiting the picture. In some respects, I liked the game better back then. In other respects, I am happy with the changes they have also made over time. HSR and dropping R&R being some of the big improvements, and (as much as people will disagree) Clan tech being added in being a slight hindrance (game balance wise). And don't get me wrong, I like the Clan mechs and all, just balance wise it was tricky to get them in on a PvP shooter game like this.
MVP = Minimally Viable Product

Adding extremely powerful 'Mechs, throwing-in premades and expecting what? In-game balance?

MWO has been dealing with this problem ever since.

View PostTesunie, on 28 February 2026 - 10:24 AM, said:

And... am I strange to feel that the Monthly Free Mechs is a bit of a hindrance to the game too? A free mech bay, or color might be better than a full free mech (unless it's a hero). Maybe it's just me? (Not going in depth here about it, as it's a long explanation, with back and forth on the goods and bads of it.)
MWO is an incredibly shallow game - essentially, it is just a series of one-off skirmishes. PGI has to motivate the players somehow. These monthly events are at least some goal that the players can pursue.

#10 Tesunie

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Posted 01 March 2026 - 09:56 AM

View Postmartian, on 01 March 2026 - 02:08 AM, said:

MWO is an incredibly shallow game - essentially, it is just a series of one-off skirmishes. PGI has to motivate the players somehow. These monthly events are at least some goal that the players can pursue.


Not complaining about the events, just I feel giving away C-bill acquired mechs might be dissuading people from playing to earn the mech (where a free mechbay might work?), as it's one more mech that is easy to earn. Then again, it can also encourage people to try new mechs, and thus new builds... so... Meh?

I feel IGP caused a lot of issues at the start. The game had more promise, but turned into what it is now because the backer said so. And now? Now it's a little late in the game (literally?) to attempt the actual proposed warfare modules. It's a simple game, and that isn't always bad. I honestly feel the map reset to FP really did a hit on it. From there, well... (FYI: I am going very light on this subject, as it's very off topic.)

#11 martian

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Posted 01 March 2026 - 12:18 PM

View PostTesunie, on 01 March 2026 - 09:56 AM, said:

Not complaining about the events, just I feel giving away C-bill acquired mechs might be dissuading people from playing to earn the mech (where a free mechbay might work?), as it's one more mech that is easy to earn. Then again, it can also encourage people to try new mechs, and thus new builds... so... Meh?
I guess that a big part of the active player base are long-time MWO veterans who do not care about free 'Mechs too much, since they already have all 'Mechs that they could want, or they can buy those 'Mechs easily, since they sit on a big pile of C-Bills.

Perhaps it motivates some new players. I do not know.

View PostTesunie, on 01 March 2026 - 09:56 AM, said:

I feel IGP caused a lot of issues at the start. The game had more promise, but turned into what it is now because the backer said so. And now? Now it's a little late in the game (literally?) to attempt the actual proposed warfare modules. It's a simple game, and that isn't always bad. I honestly feel the map reset to FP really did a hit on it. From there, well... (FYI: I am going very light on this subject, as it's very off topic.)
IGP left MechWarrior Online 12 or 13 years ago. PGI in general and Russ Bullock in particular have had more than a decade to shape MWO as they saw fit ... and all they have done was that they have kept selling Mechpacks while carefully avoiding any deeper change.

#12 Tesunie

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Posted 01 March 2026 - 08:07 PM

View Postmartian, on 01 March 2026 - 12:18 PM, said:

IGP left MechWarrior Online 12 or 13 years ago. PGI in general and Russ Bullock in particular have had more than a decade to shape MWO as they saw fit ... and all they have done was that they have kept selling Mechpacks while carefully avoiding any deeper change.


On that end, I'm going to say I saw a huge improvement once IGP was out of the picture. I have seen attempts in the early years to add more depth, but none of it worked out, so they focused more on MW5. And no, I'm not saying PGI did everything perfect and they are blameless, as a lot more likely could have been done to improve this game. FP was a blast at first, but did require a large and active population to uphold. Solaris I think was a mistake from the start, but an often demanded feature from what I recall.

But in the end, everything devolved into Team Death Match, sometimes with alternative endings. Each match is a solo instance, with no greater impact. No epic battles like we wanted. No continuous battlefield with evolving objectives and respawn points/bases. Just individual matches. (And to be fair, there are many people who only want TDM styled games... so there is also that.)

Yes, I agree more could have been done with MWO. At this point though, it's likely too late to make any large changes without re-releasing the game as a whole new title (Like, say, MW5...? Posted Image ). I'm no game designer, but I suspect the game engine likely could use a whole new revision too...

If going through the history, I feel IGP set MWO up poorly at the start. IGP forced the introduction of the Clans (and gold mechs) from what I heard. Then, once in the game PGI was left with trying to figure out what to do with it. PGI originally never intended to include the Clans for a long while (if at all), and I feel game balance took a hit from their introduction. (Honest, I am not a Clan hater.) PGI seemed to spend so much time and effort trying to mash Clan tech into the game, I think it was overwhelming at first. By the time that settled, they wiped FP's map, which I don't know about you, but that frustrated me completely (even if I understood why). All that work just reset at the drop of a hat. Makes you not want to work in it again as your work might just get erased again. And that, is where I feel the actual doom for farther and deeper game play likely died. (And thus PGI turned towards making MW5, the game they actually wanted to do originally but couldn't find funding to make...)

Anyway, we have really gotten off topic, but I do like the discussion we are on. Can we somehow, even loosely, still claim this is about Inventory?Posted Image

#13 Void Angel

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Posted 02 March 2026 - 02:18 PM

All Battlemechs, including Clan 'mechs, exist in inventory, and all balance and development changes to the game affect inventory items. So there.

Clan balance was completely borked at release. I still have memories of the Clanner Skyline Laser Rave, trying to take them on in Boreal Vault.

How much of MWO's developmental woes are IGP's fault is a question we can't really answer - but it likely amounts to a lot of them. The devs had agency, too, though, and I can't just absolve them of everything by invoking IGP's (very real) mismanagement. Meshing Clan and Inner Sphere tech bases really did take a lot of resources, but I think the major problems and delays in getting Host-State Rewind to work really hurt the development timeline as well.

My take on Faction Warfare is this: They should have hired a good board game designer. See, FW needed a reset - integrally, as part of the design. Set up a resource system, define a win state, let the players go at it, buff/adjust the FW mechanics as needed, then iterate. That would have let them fix the MercStar problem organically, for example, and might have sustained enough interest (and thus player count and revenue) to implement things like logistical costs, repair/rearm budgets, etc. for Faction Warfare as an endgame mode, as it was intended to be. Or perhaps not; but I would have liked to see what they could do without the IGP and CryEngine problems that stalled things for so long, early on.

Edited by Void Angel, 02 March 2026 - 02:19 PM.






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