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Mechlab Suggestion


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#1 weevil

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Posted 03 December 2012 - 09:19 PM

I'm finding the constant rearrangement of mechs, moving engines around, etc to be a little tedious. I have a suggestion on how to fix it without altering the mechanics of the game.

The first part is split inventory away from mechlab. Add a store where you can buy / sell equipment and examine inventory. Replace all equipment / modules in the mechlab with placeholders. These placeholders have no c-bill cost, but have the normal tonnage, hardpoint and slot constraints. When you go to ready a mech the game would compare the placeholders to what is available in your inventory. If all of the equipment is available then the mech is readied. If any of the equipment is not available then you get an error and the mech cannot be readied. When a mech is in game, all of the equipment that was dropped on the mech is temporarily removed from inventory until that mech is out of game.

As an example you would be able to build a Jenner-D and Jenner-K that use the same engine, 4 medium lasers, heatsinks, ams, etc without having to fiddle around in mechlab to move equipment from variant to variant between drops. It would keep the constraint that you couldn't drop the Jenner-K while the Jenner-D was in a match unless you had the equipment in inventory to fully outfit both mechs.

There could be an option to quick-purchase any equipment that is not currently in inventory. Maybe some notification if you own the equipment, but some of it is on a mech currently in a match.

The second part is the ability to save multiple configs for a variant, and quickly switch between them. I assume this is already planned, but the placeholder idea would make it simpler since you wouldn't have to remove all of the necessary equipment from some other mech.

#2 Helo229

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Posted 03 December 2012 - 09:34 PM

While we're on the subject of mechlabs, I would like to see them combine the Loadout and Upgrade menus into one tab option, so that you're not forced to save your mech when switching back and forth.

It would be nice to be able to preview a build with either SHS/DHS to determine which you actually want to run with, or experiment with Endo/Ferro/Artemis to see optimal balance of tonnage/crit space before you commit your hard earned C-Bills.

If that isn't an option, at least change the "commit to purchase" option to take place before dropping for the first time. Maybe attach the "Commit to purchase components" check screen to the same point the game checks to see if you have an engine in your mech before launching.

Or simply add a preview/pre-purchase tab option, where you can tool around with mechs and components before actually purchasing them. Sort of like a wish list, where you could pick any mech in the game and swap parts just to experiment before buying a chassis or weapons to see what's most viable.

#3 TheSupergeek

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Posted 04 December 2012 - 04:57 AM

The whole process is tedious and nonintuitive. It could use some redesign, that's for sure.

#4 DivineEvil

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Posted 04 December 2012 - 06:31 AM

I'd like it managable to mount items, upgrades and stuff regardless of CBill cost, but locking the possibility to Save the mech until that requirement is met. Beside that, I'm pretty fine with switchin Engines around and stuff.

Managing equipment storage will be implemented together with Shop section. Its done when its done.





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