

Personal Mechlab Sim
#1
Posted 18 April 2012 - 03:02 PM
I feel that Simulators meant to get used to your Mech should be minimalized. I don't think you should be able to test your Mech against bots or damageable targets, test weapons before you buy them, test Mechs in a "offline" mode, or test with other players present.
I feel the best MW:O simulator would be available from your Mechlab. It would consist of a flat plane with a minimally detailed skybox, the only envirnmental features would be some large unskinned cubes spaced 100m apart in a line, the cockpit configuration would be generic instead of Mech-specific, and the environmental/weapons fire graphics should be far below gameplay quality (however the nerohelmet HUD would be displayed with in-game graphics as normal).
This would let you test your heat attributes, your reaized firepower, and maneuverability. That's all you need a Mechlab sim for. And don't think you'll have a sim for every mech you own, you"l probably have just one simulator console at your HQ nd that'll have to serve for simulating all your chassis.
That is my long drawn-out opinion.
#2
Posted 18 April 2012 - 03:09 PM

#3
Posted 18 April 2012 - 03:28 PM
2. huge unglorious parking lot to walk around
3. a stationary white square target at short, med, long ranges- these do not regenerate over time
why so little? its not fun and none of it gives any more training than what is needed to learn weapon operations and movement controls. leave combat training to a paid for combat simulator and get people funneled into the fights
Edited by Geist Null, 18 April 2012 - 03:29 PM.
#4
Posted 18 April 2012 - 07:12 PM
#5
Posted 18 April 2012 - 08:27 PM
not to see how it performs but more of what I can possibly to to it.
Like:
how much room for adding Armour , heat sinks?
how many and what kind of hard points?
how many module slots ?
how or what upgrades or downgrades I could make? , and how all this affects weight heat , speed ect ect ect.
or in other words a mech lab for just tinkering with stuff I dont have yet.
it would give me something to work towards , and a good idea what to do with it when I finally get it.
#6
Posted 19 April 2012 - 12:31 AM
The Sim is not meant to be an entertainment feature.
#7
Posted 19 April 2012 - 01:10 AM
#8
Posted 19 April 2012 - 07:01 AM
[EDMW]CSN, on 19 April 2012 - 01:10 AM, said:
That would be excessive. You don't need a Mech to shoot at or targets because that would turn the Sim into an entertainment feature where people go to spend time tinkering their Mechs and target practicing. The Mechlab sim sould only be there to give you the chance to see if your latest chassis loadout/build will spontaneously overheat and explode if you perform an Alpha-Strike, or to see how weapons placement across your Mech affects youe lines of fire, or to see if your Mech's new XL engine makes it gains enough speed to compensate for the risk of death-by-side-torso-core.
I really don't want to see people treating the Mech Lab simulator as if it's MW:O's version of single-player gaming.
#9
Posted 19 April 2012 - 07:29 AM
A small open area with trees (non destructible) to shoot at (non destructible) to test Heat build up and bleed off. (Weapon loadout changes)
A Lake based quadrant with trees (non destructible) to test Mech/ Legs submerged Heat Profile changes (HS bleed variations based on placement ala Legs versus arms).
A rough/variant terrain quadrant with Trees (non destructible) for testing how the Mech deals with such an environment while running, gunning and Jumping. (test arm and torso convergences when under both horizontal and vertical stresses)
Edited by MaddMaxx, 19 April 2012 - 07:34 AM.
#10
Posted 19 April 2012 - 03:06 PM
Prosperity Park, on 19 April 2012 - 07:01 AM, said:
Edited by eZZip, 19 April 2012 - 03:13 PM.
#11
Posted 20 April 2012 - 02:51 PM
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