

Mechlab
#141
Posted 07 November 2011 - 10:48 PM
How the MECHLAB is handled will make or break this game for me. This is the only place I even care to post that's how important it is to me. I hope most of you will agree with my thoughts although it seems closer to a split according to the poll.
If the mechlab is like MW4, I'm out... Ill struggle to stick with it, but it would be very hard for me. Any one that likes this style, IMO, isn't a true battletech fan... maybe the younger crowd (although I'm still in my 20s)? To me, the choice reflects the difference between those who "like the games" and those who "love the series".
MW4 lab is a total deal breaker for me.... I didn't play MW4 for long at all due to this disservice to the fans. I couldn't choke it down and haven't played any microsoft games since (unless on accident) because of it, plus I hate x-box. No exaggeration, it left me scared. Criticize, I don't care, but that's how strongly I felt about it. They got a hold on my favorite series and smashed it to bits as far as I was concerned.
Every one that says "that mech is supposed to have energy weapons not LRM!" or "lazers in a missile rack?" or "there's no diversity with the critical system" can go to hell... please.
If the crits will allow, I'm putting whatever I want into my mech! Different clan variants have physical changes to their mechs replacing missile racks with cannons and vice versa; just because a game in the 90s couldn't illustrate it and MSgames side stepped the issue completely with the hard point system, why can't it be done now, physical change on the game model or not. As far as diversity goes, I don't think that was ever a concern for me in the past... Every one I knew always had their preference of AC, LRM, PPC, Gauss, ect. Plus we would play so much trying new things was inevitable. I even had a short reign of terror with a Cauldron Born pulse lazer set up, and who didn't love equipping a speedy puma with an auto cannon and running down heavy mechs! Don't preach lack of diversity with crit system to me, it exists as far as I'm concerned. If any one thing is that overpowering that everyone is using it there's a bigger problem than the crit system.
For those not looking for as immersive experience (I feel thats exactly what happens with mw4 lab) give them something equivalent to the clan variants to choose from. Realistically I think this needs to be included for some one with less time who may want to pick up the game and play when they can. I do feel, however, that most who want the MW4 scheme are the "its to complicated WHAT THE HECK why isn't this working; I keep getting pwned" crowd from MW3 and maybe they should just stick with presets or take the time to figure it out.
The crits and customization is part of the universe in my mind, from table top to comp, heck even the TCG to an extent. I don't need to customize after every round or before every battle, but when I do its very important that it holds true to the roots of the game, MSgames forgot that with the MW4 lab. I'm not being as specific as saying I need a LAB as detailed as the old crit system (although I would prefer), something slightly simpler would be fine. I'm just asking you not to alienate the long time fans like the MW4 LAB seemed to do.
Also please don't limit customization by making it "expensive" as suggested by some. Very poor idea. I understand the reflection from "real life" and could understand some sort of "fee" depending on in-game location, but this is still a game in a world where 100 ton war machines aren't uncommon. It would seriously detract from the customization process, and perhaps even destroy a campaign if done poorly. If some one "screws up" and they are out of money... there is no way to rectify the problem or it becomes difficult to recover from a bad refit. Maybe allow different equipment to be purchased or rewarded at different times/locations and allow unlimited refits in specific locations or only specific refits done in some places? Perhaps only simpler refits in between battles? Owning multiple mechs perhaps?
Also, I saw a comment that made me curious... How does limited choice add to depth of the game? The different tonnage is where the different rolls come into play, not to mention what seems like thousands of different refit combinations, each persons own personal preference, along with what specific task they might be hoping to achieve; there's your depth. Every one has their favorite mechs as well. I bet I wouldn't be the only one upset if my favorite weapons weren't available on my favorite mechs. With different environments come different needs. Some style of crit system needs to be in place.
Bringing the cockpit into the picture is a wonderful idea, customizing the interior is even better let alone all the other visual exterior customization that has been rumored... why throw it all away with a MW4 style MECHLAB that was a step backwards as far as customization goes...
Sideways, well put. you have an interesting idea although I would still try to distance myself as much as possible from the MW4 system but that should be clear at this point, lol.
Thanks for reading through it. I cant wait for the release!
#142
Posted 08 November 2011 - 01:09 AM
ilKhanleo)MEGA, on 07 November 2011 - 10:48 PM, said:
If the mechlab is like MW4, I'm out... Ill struggle to stick with it, but it would be very hard for me. Any one that likes this style, IMO, isn't a true battletech fan... maybe the younger crowd (although I'm still in my 20s)? To me, the choice reflects the difference between those who "like the games" and those who "love the series".
!
While your whole post reflected what some people think, when you make statements like this, it's just plain insulting.
Liking or not an in game system is not a decent system to decide if someone is a 'true fan' or not. Whatever a true fan is.
I appreciated many aspects of the hard point system. Therefore I'm not really a fan of BT?
Oh Please.
#143
Posted 08 November 2011 - 01:36 AM
On a side note here, there should also be a battlemech market for parts, weapons, electronics like ECM and BAP, so on. in fact, in another post, I suggested possibly 3 different shops, maybe with sub categories of shops within those main categories. a Main shop, where parts can be found for a price, availablilty depends on location and maybe even mech rank or skill level, or even which house area you are in, who carries parts that are in good working condition and are legitimate. Then the Black market, with the same considerations, though maybe with some slight differences, such as infamy level, or other factors, which carry parts of more exotic purpose, or tech level, of questionable quality and considerably higher prices. And last, the Refurbished/used market, where parts are sold, for cut rate prices, but more often than not, while able to function are likely damaged and require repair before the part can be mounted, and carries mainly more common parts that can be found.
Though not a completely thought idea, more of a brain storm, a mix of Mechwarrior 3 and Mechwarrior 4's mech bays and modification system might be the best compromise for everyone's tastes.
And before people start jumping on me for customization preferences, I want to site the technical readouts, almost all of them, that provide alternative loadouts for mechs, and sometimes go very drastic in thier changes, to the point of changing engine size and type, and also heat sinks type, and number, as well as the numerous mentions in those readouts about field modifications.
Edited by Rendall, 08 November 2011 - 04:12 PM.
#144
Posted 08 November 2011 - 04:15 AM
On my opinion there are 2 ways how to customize Battelmech:
Variant 1: let’s imagine that devs add to weapons some secondary parameters… it can be durability, crit fortitude, jamming factor etc… Different manufactors producing equipment for mechs. For example Defiance AC/10 got better durability then Luxor that I got on my CN9-A and costs more money off cause. So I can buy AC/10 from Defiance Ind. and upgrade my mech. ^^
Variant 2: no stupid hypothetic parameters only tech level of equipment. Same old IS AC/10 can be replaced with IS UAC/10, or even LB-10X AC. So I can upgrade my CN9-A Centurion by using next gen (LostTech) but ONLY same type weapon.
Same for: med laser -> ER med laser, LRM 10 -> LRM 10 with Artemis and so on.
Again this is only hypotheses how to keep the balance between CBT rules and MWO in possible MechLab. I don’t know what devs will make anyway.
Edited by Barsov, 08 November 2011 - 04:44 AM.
#145
Posted 08 November 2011 - 03:28 PM
Edited by Rendall, 08 November 2011 - 04:10 PM.
#146
Posted 08 November 2011 - 09:53 PM
Mchawkeye, on 08 November 2011 - 01:09 AM, said:
Liking or not an in game system is not a decent system to decide if someone is a 'true fan' or not. Whatever a true fan is.
I appreciated many aspects of the hard point system. Therefore I'm not really a fan of BT?
Oh Please.
Sorry, your right. I do feel I need to say that came out wrong and doesn't really reflect what I meant. That was a long post and that made it in there some how as late as it was. Thanks for picking it out of there for me. ;P
Rendall, on 08 November 2011 - 01:36 AM, said:
You answer your own question. You limit that with limited engine sizes for mechs, they do have different weights and sizes, torso twist and lack there of, your absolutely right about the ravens electronics suite. There are still may ways to add diversity if you ask me. Im not asking for Make-a-Mech or anything like that. I just want more control than what the MW4 system limits you to.
Rendall, on 08 November 2011 - 01:36 AM, said:
Though not a completely thought idea, more of a brain storm, a mix of Mechwarrior 3 and Mechwarrior 4's mech bays and modification system might be the best compromise for everyone's tastes.
And before people start jumping on me for customization preferences, I want to site the technical readouts, almost all of them, that provide alternative loadouts for mechs, and sometimes go very drastic in thier changes, to the point of changing engine size and type, and also heat sinks type, and number, as well as the numerous mentions in those readouts about field modifications.
I like the Idea of the parts ect. Perhaps you can only make those drastic changes to your mechs when you reach a specific rank. I would be fine with that!
#147
Posted 09 November 2011 - 01:31 AM
For all the fun you might miss out on by not being able to take an Atlas remodeled to resemble a large metallic hedge via the replacement of all of its existing weaponry with a hojillion machine guns, you will gain a lot more from not getting ganked constantly by fast heavies with three PPCs and enough heat sinks to count as four points of additional armour to all facings.
The long and the short of it is that there HAVE to be limits on how far you can customise a 'mech.
One option nobody seems to have looked at yet is the possibility of modularising the established variants: Say, one variant of a particular 'mech has an ER Laser on a hardpoint that another variant mounts a PPC or a brace of smaller lasers on. It would make perfect sense for you to be able to swap the one for the other, and if you allowed that without necessitating the full conversion of the 'mech to the variant loadout you could allow a significant degree of customisation, not mangle the canon too badly AND have a relatively balanced game to boot.
What do I mean when I say "not mangle the canon too badly?" Well, the basic canon for BattleMechs is that, frankly, they are NOT OmniMechs- anything but, in fact! The JagerMech does NOT have modular weapon mounts, and much as it may irk you your own favourite customised variant that you put together using the TM or whatever is NOT a canon refit. That doesn't mean to say nobody in the actual BTech universe ever DID it, but at the same time there is zero evidence that they ever did, or yet that it was even actually possible with that specific 'mech chassis.
That's part of the point of OmniMechs, as many people have pointed out- Inner Sphere designs were very difficult to modify, and field refits that adapted the weapon mounts to what was actually available tended to be unreliable at best.
So, in fact, any degree of customisation of TRO designs steps outside of BTech canon in its most basic form. The conceit that has allowed us to customise things from MW2 onwards has been the advent of the OmniMech, and the conception that it would put IS designs at a disadvantage if they were not allowed the same courtesy of free customisation. That's OK, as long as the game stays single-player, but in multi it was a disaster: In MW3, any 'mech equipped with 3 ER PPCs and a targeting computer could alpha-kill almost any other 'mech with an accurate shot to the legs, no matter how much armour you put down there. Even with the changes in MW4 it was still possible to make some truly lopsided designs. The MP in MWLL is actually, in my opinion, much better for having been limited to relatively stock canon designs, as people pick mechs for the whole package, not just the shape, speed and twist.
As long as the game is balanced for the "stock" 'mech designs, you will see a lot more variety with limitations on the customisation, and to be frank homogeneity is boring as all get-out. As a result, much as I do enjoy building my own 'mechs from the ground up, I honestly believe that this game needs some fairly substantial limits on how much you can change things about.
Edited by Captain Hat, 09 November 2011 - 01:32 AM.
#148
Posted 10 November 2011 - 12:40 AM
#149
Posted 04 March 2012 - 01:21 AM
I enjoyed customizing a mech to suit my play style, and tactical needs.
As far as the type of mechlab goes, after reading all 8 pages of this forum thus far, I can say that I believe that the MW4 system should be used for all but Omni-mechs (should they exist in MWO). The implementation of slot types made for a great balance of customization, and created the need to diversify the mechs in your bay. You need more energy weapon slots than your mech has? Then buy a mech outfitted with more energy weapon slots.
It deters the issue of just refitting the same mech, and never moving on. It helps with balancing mechs, and for the most part deters "boats." As well as detering the "one-mech-is-king" issue (where everyone discovers the magical mech with the killer loadout, that everyone ends up using).
I have seen a few arguments that load out customization will make it hard to balance mechs. Perhaps there could be some standard load out presets for your sake. You buy the mech, and there are suggested loadouts to get you started (granted that you own the guns to mount). Or you could just use the power of Google.
If there is no Mech Lab in MWO, I would be gravely dissapointed, for said reasons stated previously.
I hope the developers follow the vote.
Edited by Major Payne, 04 March 2012 - 01:25 AM.
#150
Posted 04 March 2012 - 05:36 AM
Also, I'd very much like it in MWO to be hybrid'ed with the MW2 mercs system, where after buying a stock variant you have to pay large amounts of money to do ANY modifications to it, and buy the individual guns and gear. Even the act of removing armor cost an arm and a leg in MW2 Mercs, so I think that's very neat and might make people really have to WORK towards customizing their BattleMechs and not just slapping them around at will.
That said, again, I prefer MW4 style slots. I think if they reboot the board game that mechanic is something that should be ported over and fine tuned. I do not want a blank slate system because then every 50 tonner is the same as every other 50 tonner of the tech type.
Captain Hat, on 09 November 2011 - 01:31 AM, said:
I really agree with this part. What made the 'mechs have personalities in MW4 despite a mechlab was locking the way they can operate. The Novacat became the energy sniper, despite the fact you could do unique stuff with ballistics or missiles to surprise the enemy in it's handful of omni slots while you had things like the Thanatos as the big ballistic heavy and the Loki as the radar-savy missile sniper. None of them REMOTELY felt like the other ; each had a distinct feel, use, and style despite all of them sharing some capabilities.
If we reduced them all to just slots, you've lost all of that.
Edited by Victor Morson, 04 March 2012 - 05:40 AM.
#151
Posted 04 March 2012 - 08:26 AM
On the extreme end of things, someone pages earlier in this thread said something to the effect of, "They better have full customization, or at least six varients of each Mech, or I won't play this game. They're just lazy otherwise." My thoughts on that statement would be... OK, if they don't have X or Y, I doubt we'd want to play against the cheesegrinder Mech you'd come up with, anyway, so enjoy whatever game you do end up playing. Now, unless MW:O is going to want a totally uneven playing field like that, I suggest they keep the MechLab to canon.
That is my take on it, anyway.
#152
Posted 05 March 2012 - 09:02 AM
If I switch the Jenner's SRM for an AC, there should be something visible and on scans to indicate that. But at the same time, I as a player should have to stop and actually see that to recognize the threat.
If they want this to be really good, you should be able to totally customize your ride.
Have a raven? Don't want the JJ's, taken em off upgrade the engine.
Have a griffin and want to turn it into a medium sized brawler, take off the LRM change the PPC for an AC and give it some armor!
Have a Warhammer but want something besides PPCs, go for it!
Atlas? Why can I not mount 3 AC20's as my total armament?
Not only that but I should see the change on the chassis when I engage in combat. People should be able to look at my mech and if they take a look realize what weapons it has. Then develop tactics for compensating for that.
Edited by natalia uchevnikov, 05 March 2012 - 09:03 AM.
#153
Posted 05 March 2012 - 10:00 AM
natalia uchevnikov, on 05 March 2012 - 09:02 AM, said:
A Jenner with AC instead of SRM is called a Hollander

Quote
...which turns Griffin into Centurion...
In other words, what you suggest will turn all mechs of the same weight into the same exact thing just with different skins slapped on them.
#154
Posted 05 March 2012 - 11:27 AM
#155
Posted 05 March 2012 - 01:51 PM
#156
Posted 05 March 2012 - 07:32 PM
When something is designed it's designed to work a certain way. If said thing is modified to radically it will no longer have the expected stresses and will be prone to catastrophic failure or at least earlier failure since it wasn't designed to handle those stresses. That's the concept behind the different variants of a particular BattleMech chassis.
The original design of a BattleMech is engineered to handle the stresses of the weapons it's mounting, the speeds it moves, the armor it carries, the heat it generates, etc. Change it around to much and you'll be putting stress on the chassis it wasn't designed to handle. Variants represent official versions that have been re-engineered to handle the different load outs. Variants are all designs that are intended to be built in a factory, or modded from a different variant in the field. They are expected to meet the laid out by the BattleMech engineers so that they don't tear themselves apart or melt down or any other catastrophic failure that could result from overloading the tolerances of the 'Mech.
Omni-mechs are the same way, except enough tolerance is built in that it can handle any changes for a short time. Though Omni's probably (and definitely should) require significantly more maintenance to ensure that the varying load outs aren't causing structural damage due to forces not originally designed for. Also the maintenance would be replacing parts that were starting to show wear far more often than a BattleMech.
The 'MechLab should focus primarily on visual customization, paint decals etc. The physical modifications should reflect the idea that BattleMechs are designed to handle certain stresses. Any modifications are going to increase your maintenance cost between battles in the future. Secondly the cost should scale depending on how drastically you're changing a 'Mech.
Here's how I'd limit it:
No changes in types, if it's a ballistic weapon you cannot replace it with an energy or missile weapon.
Degrees of Seperation: All weapons would have degrees of separation. Swapping things that are further apart costs more money. Example, if you have an AC/5 and you want to switch it to a Gauss it is going to cost a lot more than if you were changing it to an AC/10 or AC/2 because the weapons have such a huge difference in the stresses they place on the 'Mech Chassis and systems. Large Laser to ER Large Laser wouldn't cost a whole lot though because the changes are relatively minor.
Each mod cost a percentage of the price of the item being swapped in plus a fraction of the cost of the entire 'Mech, maybe 1/8th with the effect being cumulative. Make 8 changes and you've spent the cost of the 'Mech new plus the cost of the items new. Changes include everything that takes it away from stock or the original variant.
Each mod takes time in real time to complete, 6hrs and is cumulative for every change. Change 4 things on your 'Mech and it's unavailable for 24hrs real time. Decals and paint jobs would not take real time, nor would swapping modules. Armor changes would only cost the value of the armor plus half the normal change fee.
Extreme changes to the 'Mech like adding jumpjets to a 'Mech that doesn't have them, or changing the chassis or engine.. However there's a flat "redesign fee" of real $$, plus 1.5x the original cost of the 'Mech plus the cost of the component and fractional cost of the 'Mech in labor. The redesign fee is only charged once for the modification. If I'm adding three jumpjets to a non-jumpjet 'Mech I buy the redesign token from the cash shop, pay the 1.5x original 'Mech cost and then I pay for 3 jumpjets, the labor to install them and the labor to remove whatever I took off to make room for them. To change the chassis or engine it requires double the redesign fee, double the labor cost plus the price for the engine/skeleton.
This would make extreme changes to the 'Mech prohibitively expensive and keep down the munchkinizm (hopefully) and retain the usefulness of the original designs and variants while still allowing some customization. It also represents what we see in the novels and other fluff fairly well I think.
Thoughts?
#157
Posted 05 March 2012 - 08:29 PM
#158
Posted 05 March 2012 - 09:15 PM
For the load outs, upgrades and refits the base and max tonnage of the mech should be taken into account as well as the mechs powerplant for energy based weapons, avalible space on the mech for the weapon, ammo, heatsink, or component of choice.
As DrHawk said "It could be balanced. As long as we don't get FrankenMech's"
last thing I'd wanna see is a jenner with 2 PPC's and a LongTom. lol

#159
Posted 05 March 2012 - 11:55 PM
I believe that the Mech Lab should be in th game in some form, but if it imbalances the game too much then maybe not. Balance comes first.
Edited by HIemfire, 05 March 2012 - 11:56 PM.
#160
Posted 06 March 2012 - 12:00 AM
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