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MechLab GUI and weapon hardpoints: color-coded, maybe?


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#1 Felicitatem Parco

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Posted 08 May 2012 - 08:21 AM

I had a discusison last night about the MechLab and it boild down to: I had a very hard time finding anything on-screen about weapon hardpoints. I only saw weights, critical slots, etc... I didn't see anything that would prevent me from putting 6 medium lasers on a Hunchback's Left Arm until someone pointed out to me that the plain text in the small window below the "mech parts" diagram contained a small blurb about how many hardpoints you have remaining. Since the rest of the MechLab is color-coded, I think it would also be nice if the available hardpoints were color-coded in some way. My eyes were never drawn to that plain text window and the hardpoints are not indicated on the Mech bodyparts diagrams.

I propose that you possibly use colors to code which critical slots "host" hardpoints.... stay with me, here.

Let's say a Mech has 12 critical slots in a bodypart free to use with weapons/equipment; There are three energy hardpoints. I say the top three critical slots should be highlighted in Red (or insert color here: ______) to represent the 3 energy hardpoints. As you add an energy weapon, it will occupy so many ctirical slots (starting with the first), and in the process push the other two "Red" critical slots down the list. The next energy weapon you attach will mount on the second Red critical slot, and push the remaining Red slot even further down the list. Adding a third weapon will use all your hardpoints. If you manage use all your of ctirical slots with just 2 weapons, then the third Red critical slot would lose its red color (or become hashed) and act like a normal critical slot on the MechLab display because it's been used to mount your second weapon & you're out of critical slots, and thus it would no longer be considered an available hardpoint.

I will try to make a quick (read: crappy) image to demonstrate.

Posted Image
You'll notice that the third image clearly demonstrates that you cannot add more weapons, even though you have ctirical slots available, without making you take your eyes off the diagram to read some text elsewhere. I feel that adding these color-coded critical slots will make it easier for players to envision thier loadout. Green for missiles, yellow for ballistics... or whatever. It would be nice to look at a bodypart diagram in the MechLab and SEE what hardpoints there are instead of having to take your eyes off the diagram to READ what hardpoints are avialable.

Edited by Prosperity Park, 08 May 2012 - 09:00 AM.


#2 MaddMaxx

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Posted 08 May 2012 - 10:41 AM

You mean this section of the Lab?

Posted Image

Such that when a weapon is added, rather than show the weapon and strike out the required Crits,

like this

Posted Image

a Color coded system instead of the "striked out" slots?

Perhaps a fatter "strike out" but then adding some color wouldn't hurt either... :huh:

Edited by MaddMaxx, 08 May 2012 - 10:54 AM.


#3 Felicitatem Parco

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Posted 08 May 2012 - 11:12 AM

View PostMaddMaxx, on 08 May 2012 - 10:41 AM, said:


Posted Image


I mean using color-coding in the diagram with the critical slots instead of making me look down at the little text window below that says:

HARDPOINT RESTRICTIONS
2/3 BALLISTIC
0/0 ENERGY
0/0 MISSILE

It wouldn't be too hard to make 3 of those critical slots Yellow to show you have 3 total ballistic hardpoints to utilize on that bodypart. The first critical slot with the AC/5 would be yellow, and then slots #5 and #6 would become yellow. If you added a second AC/5, then slots #1 (occupied), #5 (occupied), and #9 (open) would be yellow. It'll show that you have 1 remaining open hardpoint and how many critical slots left you have, too. You can keep the hardpoint restrictions window, but I honestly didn't even see it when I watched the movie for the first time...

New thought: If you have many remaining hardpoints near the end of your space limits, then you can use a couple different colors on the same ctirical slots to indicate you have both energy and ballistic hardpoints remining... think Barber Pole.

Edited by Prosperity Park, 08 May 2012 - 11:24 AM.


#4 Aegis Kleais

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Posted 08 May 2012 - 12:22 PM

I'm going to wait til the beta rolls out before I give them my critique. Sure enough, though, things like color coordinating different components is very important. Repetitious patterns without discerning differences in them can result in mistakes.

#5 Jonas

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Posted 09 May 2012 - 10:36 AM

I don't need a color system. It says I have 3 Ballistic hard points so I know that only guns will go there. Now if they made it where you could alter the look of the torso to reflect what was mounted there that would be cool.

example :

Hunchback has a AC-20 on it but I decided to mount say 2 AC-5 I like to see to gun barrels there instead of one or in the LAB video the IGN had up he added 2 small lasers to the arms that already had medium lasers mounted I would have liked to see 2 more laser barrels on the arms.

#6 canned wolf

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Posted 09 May 2012 - 10:46 AM

I'm a little confused as to why a ac/5 that takes up 4 criticals would use two ballistic slots. Is the something I'm missing here?

#7 MaddMaxx

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Posted 09 May 2012 - 10:52 AM

View Postcanned wolf, on 09 May 2012 - 10:46 AM, said:

I'm a little confused as to why a ac/5 that takes up 4 criticals would use two ballistic slots. Is the something I'm missing here?


It doesn't. It takes up 4 crits and 1 HP. The pictures show that exact thing. 1 AC5 is loaded, and there is still 2 Ballistic slots remaining of the 3 that were open.





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