Edited by PKNecron, 06 June 2012 - 02:19 PM.
Should the release a Stand-alone Mechlab?
Started by PowerKill Necron, Jun 06 2012 02:19 PM
7 replies to this topic
#1
Posted 06 June 2012 - 02:19 PM
I mean, once we are out of NDA territory should the Devs release a separate Mechlab so players can tinker offline without having to waste Cbills on a Mech that might not be for them.
#2
Posted 06 June 2012 - 02:24 PM
Obviously after the game is released and the prices are finalized and public information, yeah it would be neat to have.
But this also falls under the category of "nice to have, but low priority." Pretty much every software development project has dozens of these sorts of features.
But this also falls under the category of "nice to have, but low priority." Pretty much every software development project has dozens of these sorts of features.
#3
Posted 06 June 2012 - 02:25 PM
I currently spend a lot of time using 3rd party software building mech config and HOPING that i'm guestimating the right hardpoint layout.
I'd love to get my hands on a clone of the mechlab as a mech builder program.
I'd love to get my hands on a clone of the mechlab as a mech builder program.
#4
Posted 06 June 2012 - 02:29 PM
Woodstock, while we know some chassis will have more hardpoints than stock weapons (see the HBK-4G used in the Mechlab video), you'll be safe if you stay below what the original version of the chassis was equipped with. (So a stalker can have 2 energy and 1 missile in each arm, and 2 energy and 2 missile in the torso, minimum, for example).
#5
Posted 06 June 2012 - 02:31 PM
Kobold, on 06 June 2012 - 02:24 PM, said:
Obviously after the game is released and the prices are finalized and public information, yeah it would be neat to have.
But this also falls under the category of "nice to have, but low priority." Pretty much every software development project has dozens of these sorts of features.
But this also falls under the category of "nice to have, but low priority." Pretty much every software development project has dozens of these sorts of features.
Agree on this "nice to have, but low priority". Rather have more mechs/maps/funcionality rolling on stable first.
#6
Posted 06 June 2012 - 02:34 PM
Safe but by no means accurate.
I have currently been working to no more than 2 of one type of weapon per location. Assuming that the variant had at least one of that type of weapon mounted there.
EG
The assassin has:
1 x med laser RA
1 x LRM 5 RT
1 x SRM 2 LT
So after adding things like XL engine etc etc
I had
2 x Med laser RA
2 x Streak SRM 2 RT
2 x Streak SRM 2 LT
But no real idea if this will be possible. Just trying not to go crazy
I have currently been working to no more than 2 of one type of weapon per location. Assuming that the variant had at least one of that type of weapon mounted there.
EG
The assassin has:
1 x med laser RA
1 x LRM 5 RT
1 x SRM 2 LT
So after adding things like XL engine etc etc
I had
2 x Med laser RA
2 x Streak SRM 2 RT
2 x Streak SRM 2 LT
But no real idea if this will be possible. Just trying not to go crazy
#7
Posted 06 June 2012 - 02:42 PM
I had to vote no. I think a stand alone Mechlab is something that PGI leaves to the MWO community to create once the information is public. There are many examples of other game communities developing this type of application instead of the developer. My preference is that PGI's efforts stay focused on in-game (Mechs, maps, match types, etc.) and community warfare (progressing Inner Sphere planetary capture) development.
Edited by GargoyleKDR, 06 June 2012 - 02:49 PM.
#8
Posted 06 June 2012 - 02:44 PM
I play with my mechs so much I should be blind with hairy palms so yeah I think a simulation or something of what the final result would be should be included
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