Author Topic: Mechlab: In-game and standalone  (Read 1387 times)

0 Members and 2 Guests are viewing this topic.

Offline Waffnuffly

  • Star Captain
  • ***
  • Posts: 767
  • Karma: 53
Re: Mechlab: In-game and standalone
« Reply #60 on: February 03, 2012, 07:30:10 PM »
With the current interface, yeah, naturally. But if you were to redesign the interface, I imagine it would be scalable. That said, redesigning the interface is a lot of work so I'm not gonna complain if it doesn't happen. I just think limiting number of custom configs to a small amount, especially if it's global and not per-chassis, kinda takes all the fun out of a mechlab to begin with. I mean, 20 configs? I could fill that up with just lights.

What would be fine with me, though, is if you could add a couple of your own configs to each chassis, but also overwrite any other configs present in the game (except for Primes) with your own.


Of course this is all a long way off and just speculation, since as far as I'm aware mechlab is nowhere close to ready (if it has even been started yet).

Offline AXEL

  • MechWarrior
  • **
  • Posts: 247
  • Karma: 6
Re: Mechlab: In-game and standalone
« Reply #61 on: February 03, 2012, 07:38:33 PM »
Maybe two custom configurations per mech? That way you can satisfy your short range and long range jollies? If neither fit satisfies your needs then play the game like you have for past however many years. 

Offline Nemo

  • Recruit
  • *
  • Posts: 90
  • Karma: 11
Re: Mechlab: In-game and standalone
« Reply #62 on: February 03, 2012, 09:58:54 PM »
Maybe two custom configurations per mech? That way you can satisfy your short range and long range jollies? If neither fit satisfies your needs then play the game like you have for past however many years.

From the first page:

Quote from: Nemo
I gotta have my elrm 20 quad uac2 twin light gauss mauler and my hgauss quad sxpl twin mrm 20 mauler, oh and my twin mrm 40 twin lxpl quad er small laser mauler, oh and...


I could keep going too. Builds shouldn't devolve into what can boat large lasers/ppcs and __20 autocannons. The more restricted the number of builds, the fewer esoteric and flavor mechs we will be able to field.


I can understand there being ui restrictions just to make thing manageable, sure. And not knowing how the ui is built its difficult to say what is and isnt possible, but imagine if you had a different tab for each weight class and each tab was as large as the current mech tab. They're working on it, and till theres an impassable wall in the way I see no reason to aim low. 'Course im not doing the work either, funny how that happens.

Offline xInVicTuSx

  • Alphatester
  • Living Legend
  • *
  • Posts: 2875
  • Karma: 128
  • Knight of the Inner Sphere
Re: Mechlab: In-game and standalone
« Reply #63 on: February 03, 2012, 10:05:44 PM »
I seriously doubt the Mauler will be allowed to have x2 Hgauss.

-Invictus ne Vindicetur-

KNIGHTS GRAND 5V5 TOURNAMENT THIS MARCH! More info below.
http://forum.mechlivinglegends.net/index.php/topic,16841.msg287300.html#msg287300

Offline Nemo

  • Recruit
  • *
  • Posts: 90
  • Karma: 11
Re: Mechlab: In-game and standalone
« Reply #64 on: February 03, 2012, 10:11:31 PM »
Hey hey, I can dream   ::)

Offline ~SJ~ Xarg Talasko

  • Living Legend
  • *******
  • Posts: 2302
  • Karma: 111
  • KANE LIVES!
Re: Mechlab: In-game and standalone
« Reply #65 on: February 17, 2012, 04:00:32 PM »
Downgrade ssrm6 to srm6/srm4. Add extra heatsink. Loki P forevah


Thief gameplay + Doom3 engine = The Dark Mod