

Changes to the outward look of a Mech due to changes in the lab.
#1
Posted 19 April 2012 - 08:01 AM
In the recent Dev blog a question like this was asked concerning this (Guy asked about replacing laser A with laser B, answer was that the lens color will change), but was not really answered to my satisfaction. I want to know how much -- if at all -- the model of the mech will change based on what you add/remove in the mechlab.
For example, the Awesome comes stock with three PPCs, on in the arm, and two in the torso. Lets say I rip off both torso PPCs, and use that extra weight for armor, larger engine, whatever. When I drop into my next match, will the model of my Awesome still have those PPCs there, or will they be gone?
Or lets say I have a centurion. I rip the LRM launcher out of it's chest. Will it still show up on the mech? Lets say I want to replace the AC/10 with an AC/20. Will the weapon on it's arm get bigger to show this change?
Basically, will you be able to visually identify what weapons another mech has/doesn't have just by looking at it, or will you have to wait until it starts shooting at you before you realize that Large laser was replaced with a PPC?
#2
Posted 19 April 2012 - 08:10 AM
#3
Posted 19 April 2012 - 08:11 AM
#4
Posted 19 April 2012 - 08:15 AM
Quote
[DAVID] Yes they will, though some weapons may end up looking very similar. For instance, if a laser is fully embedded into a ’Mech’s torso, so that all you see is the lens, that lens is probably going to look the same for a Small, Medium, or Large Laser. Though the beam fired by the laser will be indicative of the type of laser installed there.
Edited by Cattra Kell, 19 April 2012 - 08:17 AM.
#5
Posted 19 April 2012 - 09:31 AM
#6
Posted 19 April 2012 - 09:40 AM
So if you put dual PPCs on a Catap's 'ears', I'm sure you won't see missile silo boxes up there, but 2 visible PPC cannons, since they are not mounted "inside" the physical model of the torso or some other concealing location.
#7
Posted 19 April 2012 - 09:57 AM
Regarding the timeline we are launching with, the mechs of the IS should be standard. There may be one or two variants (correct me if I am wrong regarding MWO) but they basically look the same. e.g The Centurion has a ballistic weapon in its right arm. Even if the specific type of ballistic weapon was changed, the arm looked the same. If your mech has arms & there is a PPC slotted there, the arm looks the way it always does. If there is no weapon loaded in the arm, the arm is there just with nothing in it. If your mech has missile racks, whether or not missiles are loaded there, the racks are present on the mech.
The introduction of the OnmiMech (a Clan product

As I said, I have not kept current with the info for MWO (RL issues prevent this presently) but hopefully they would have taken a page out of MWLL's book & followed suit.
Edited by Jaroth Winson, 19 April 2012 - 10:00 AM.
#8
Posted 19 April 2012 - 10:59 AM
Jaroth Winson, on 19 April 2012 - 09:57 AM, said:
And why exactly DO you make this post then? The OP asked about ingame mechanics, not how it is handled in BT. Even then, I don't think there's anything to support your opinion, quite the opposite - there are some instances where mechs of different variants are depicted with different artwork.
And the Devs already stated that there will be visual differences, as quoted by Cattra Kell above.
Quote
I for one hope that the changes will be quite visual, but I don't think it will make that much difference on the battlefield. To notice that the PPC is replaced by a large laser, you would have to get quite close to the enemy and in that case he'd already started shooting it on you

But as a factor for a deeper immersion I'd guess it'd be quite useful and a cool gimmick, never before seen in a MW title.
#9
Posted 19 April 2012 - 11:32 AM
If played with the code correctly Micky Mouse could run around the battlefield blowing up mechs with his bubble gun.
All the data code would have you in a 100 ton Atlas
But the Graphic skin code is Micky Mouse.
So if they code basic graphics for every weapon and code a graphic for every hardpoint.
But Right now it look like there being lazy or time crunched. Thats why the hardpoints are being created so they only have to write one code for that arm.
But given the time you could write a Grapic code so Connan O"brian is running around a battlefield blasting people with his fingers.
The Perfect example is the Orignal Doom: You could down load a patch to turn all the Red Blobs into Bill Clintion heads that shoot Raise taxes statements.
Edited by Corbon Zackery, 19 April 2012 - 11:34 AM.
#10
Posted 19 April 2012 - 11:52 AM
Weapons changes on the torso for things like missle packs or lasers could be handled through texture changes similiar to icons.
Eg, a missile pack would change it's look depending on the size of the pack and maybe type of missles. The geometry isn't necessarilly changing however. (speculation on my part)
Arms based weapons are easier to handle in a more traditional manner as they don't intercept with the torso and cause potential problems in how things look. (eg a Quake model carrying a BFG or a shotgun), the geometry is attached to the arm at a designated place. Using modular design, it can work well.
Edited by verybad, 19 April 2012 - 11:52 AM.
#11
Posted 19 April 2012 - 11:56 AM
Corbon Zackery, on 19 April 2012 - 11:32 AM, said:
If played with the code correctly Micky Mouse could run around the battlefield blowing up mechs with his bubble gun.
All the data code would have you in a 100 ton Atlas
But the Graphic skin code is Micky Mouse.
So if they code basic graphics for every weapon and code a graphic for every hardpoint.
But Right now it look like there being lazy or time crunched. Thats why the hardpoints are being created so they only have to write one code for that arm.
But given the time you could write a Grapic code so Connan O"brian is running around a battlefield blasting people with his fingers.
The Perfect example is the Orignal Doom: You could down load a patch to turn all the Red Blobs into Bill Clintion heads that shoot Raise taxes statements.
Its more than a simple skin change, there are physical difference in the weapons themselves.
How is the hardpoint system lazy? I seems more of a solution to 'mech boating. However, yes, it keeps variants in the same general theme.
The rest of your posting was incomprehensible to me. Sorry.
Cheers.
Edited by Helmer, 19 April 2012 - 11:56 AM.
#13
Posted 19 April 2012 - 02:11 PM
Aegis Kleais™, on 19 April 2012 - 09:40 AM, said:
So if you put dual PPCs on a Catap's 'ears', I'm sure you won't see missile silo boxes up there, but 2 visible PPC cannons, since they are not mounted "inside" the physical model of the torso or some other concealing location.
This! This sounds like what the devs meant as far as cosmetic changes.
Corbon Zackery, on 19 April 2012 - 11:32 AM, said:
If played with the code correctly Micky Mouse could run around the battlefield blowing up mechs with his bubble gun.
All the data code would have you in a 100 ton Atlas
But the Graphic skin code is Micky Mouse.
So if they code basic graphics for every weapon and code a graphic for every hardpoint.
But Right now it look like there being lazy or time crunched. Thats why the hardpoints are being created so they only have to write one code for that arm.
But given the time you could write a Grapic code so Connan O"brian is running around a battlefield blasting people with his fingers.
The Perfect example is the Orignal Doom: You could down load a patch to turn all the Red Blobs into Bill Clintion heads that shoot Raise taxes statements.
You're lucky that PGI is making a new Mechwarrior game at all. And considering the short amount of time they've actually been working on it I think they are doing incredible work.
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