Mulling over an idea to make a web-based MWO Mechlab
#1
Posted 19 April 2012 - 12:57 PM
In the event they do, do you guys think there would be much need for such a tool online (seeing as you could just fire up the game and play around with the Mechlab there) I was contemplating making a web app, but aside from being able to pull live numbers as things change, there would also be the need to know how the number are actually calculated so that code can be written to do likewise.
If there was enough push behind developing it (AND having to support code-based changes if PGI changed things on their side), I was envisioning utilizing custom UI elements and drag & drop interface mechanics as well as seeing what features the public would want.
Just feeling out the community on whether this is worthwhile.
#2
Posted 19 April 2012 - 01:09 PM
However, In the end, what would it mean to the average player really?
#3
Posted 19 April 2012 - 01:12 PM
Also, if I *just* wanted to tinker around in the MechLab, it would probably be a lot easier/faster just to load a web-based program than to open the actual game itself.
Edited by William Petersen, 19 April 2012 - 01:13 PM.
#4
Posted 19 April 2012 - 01:15 PM
Felix Dante, on 19 April 2012 - 01:09 PM, said:
If mech variants were contained in some sort of file (of course, with various security features attached to one's account so you couldn't alter the variants and basically create weapons you don't have out of thin air), then what we could have the API do is produce a variant file (and also print out the variant, if you wished). You could pop that variant file into your MWO folder, load the game up, and there's your variant (of course, if it was an invalid variant due to lacking weapons, it will tell you as much).
So you could create variants at work, school, or maybe even on your phone.
#5
Posted 19 April 2012 - 01:18 PM
#7
Posted 19 April 2012 - 01:25 PM
#8
Posted 19 April 2012 - 01:29 PM
#9
Posted 19 April 2012 - 01:30 PM
Skwisgaar Skwigelf, on 19 April 2012 - 01:18 PM, said:
I think that goes for all of us fanboys and girls
#10
Posted 19 April 2012 - 01:33 PM
That being said, some people clearly would get use out of it, so *shrug*
#11
Posted 19 April 2012 - 01:34 PM
#12
Posted 19 April 2012 - 01:37 PM
Garth Erlam, on 19 April 2012 - 01:34 PM, said:
A suggestion if YOU guys want to make a web-based Mechlab. A General Discussion on whether I was going to (if PGI provided an API)
The biggest con I can think of is that it'll bite heavily into the play time I have....and that WOULD be a shame to ask Aegis to sit out some games
#13
Posted 19 April 2012 - 06:06 PM
A fully functioning 'mechlab definitely would be appreciated
That being said.... it's one of those things I dont expect to see. Looks like PGI is Razor focused on getting the core gameplay and system right first. Toys like this are secondary.
Cheers
#14
Posted 19 April 2012 - 06:50 PM
#15
Posted 20 April 2012 - 05:20 AM
Helmer, on 19 April 2012 - 06:06 PM, said:
A fully functioning 'mechlab definitely would be appreciated
That being said.... it's one of those things I dont expect to see. Looks like PGI is Razor focused on getting the core gameplay and system right first. Toys like this are secondary.
Cheers
The nice thing about this, is that a web developer isn't usually involved in the intricate core build of the game, they can keep enough tabs with the programmers to know how to work on a web-based Mech Lab and not necessarily pull any resources from progress in developing the game.
A web API would be nice, but then I would have to know how the game calculates things on top of just using official numbers.
#16
Posted 20 April 2012 - 06:24 AM
Aegis Kleais™, on 19 April 2012 - 01:37 PM, said:
The biggest con I can think of is that it'll bite heavily into the play time I have....and that WOULD be a shame to ask Aegis to sit out some games
Why wait. You could design one right now based upon the knowledge we have and modify it as new info comes out. I for one would LOVE to have such a tool to use.
We have the minimum ammount of informaiton needed to get it going:
mechlab will use TT crit system & hardpoints
We know at least 10 mech (9 release + swayback)
We know the MINIMUM hardpoints for each variant released based upon the default weapons loadouts
We know that L1 weapons/equipment will be in use. Possibly more, but that we know for sure.
We know the current operation of hardpoints
With that you could easily design a web interface and website.
As for their usefulness, if character tree tools like Wowhead are any example, I would think the value would be very high.
#17
Posted 20 April 2012 - 07:07 AM
But like any true rabid Fanboi I would crave more . Always begging , whining and pleading for more.
It's just never enough .
Cheers.
#18
Posted 20 April 2012 - 07:10 AM
#19
Posted 20 April 2012 - 09:47 AM
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