Author Topic: MechLab - Standalone  (Read 1472 times)

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Offline Noti

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MechLab - Standalone
« on: January 12, 2010, 08:06:00 AM »
I was thinking about how it will be when the MechLab comes out.
Remembering the MW3 days, I came to the convlusion, that being in the MechLab sometimes took more time than the whole mission ahead.
All this customisation with your mech, put this in, put that out, scratch it again and start all over... for me it was fun.
so my suggestion would be:

a stanalone MechLab, working independently from a Mission/running Game.
That's the place, where you can build and SAVE your preferred Mech-Variants and use/load them later in any game mode (as long as you have the money needed) with just one click.


p.s.: i would also like to see the paintjobs on mechs again. If not full-body, then just stuff like the teeth on the bushwacker ;)

Offline Matty101

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Re: MechLab - Standalone
« Reply #1 on: January 12, 2010, 08:29:52 AM »
i made a similar sort of suggestion here: http://www.mechlivinglegends.net/forum/index.php/topic,6890.0.html
i agree sorting variants mid game would be a slow process

Offline Virt

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Re: MechLab - Standalone
« Reply #2 on: January 12, 2010, 11:15:54 AM »
Great idea, in my view.
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Offline Uranium - 235

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Re: MechLab - Standalone
« Reply #3 on: January 12, 2010, 11:16:54 AM »
You can just make configs in a LAN server, you know....

Offline Matty101

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Re: MechLab - Standalone
« Reply #4 on: January 12, 2010, 12:37:52 PM »
shouldn't need to host a game just to make configs though...there should be some other easier way of doing it

Offline Uranium - 235

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Re: MechLab - Standalone
« Reply #5 on: January 12, 2010, 02:21:48 PM »
shouldn't need to host a game just to make configs though...there should be some other easier way of doing it
Easier for whom? You? What's so hard about a LAN server.

There is no reason the devs should waste time and resources making an external program to do this because you're too lazy to launch Crysis.

Offline =]FC[=Striker

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Re: MechLab - Standalone
« Reply #6 on: January 12, 2010, 03:20:10 PM »
shouldn't need to host a game just to make configs though...there should be some other easier way of doing it
Easier for whom? You? What's so hard about a LAN server.

There is no reason the devs should waste time and resources making an external program to do this because you're too lazy to launch Crysis.

While once again Uranium has decided to be a jerk, he does still have a point. Launching a LAN server takes about 15 seconds and then you have all the time you want. Knowing at least beginner level coding though, I am not certain that it would be much more difficult to make it standalone then part of the game process. Making both would of course be more time consuming, but in general, all of the same functions found in a "mechlab" in game would take the same skills to make as a "standalone".

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Offline Noti

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Re: MechLab - Standalone
« Reply #7 on: January 12, 2010, 03:34:41 PM »
Well, this standalone MechLab doesnt have to be more than a small window with dropdown-menus, where you can choose your chassis an add weapons/equiptment.
One little box that shows you how much you have to pay for that configuration, probably a box indication the heat-management of the vessel...
Save your config - load it ingame - done.

From my programmer-noobish point of view it could be stored in a .xml file, which can be interchanged between players all over the world ;)

Offline ~SJ~ Tajin Nevversan

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Re: MechLab - Standalone
« Reply #8 on: January 12, 2010, 03:35:28 PM »
Quote
I am not certain that it would be much more difficult to make it standalone then part of the game process
Quite the contrary I daresay.

Making mechlab standalone is a good point and I've tought about the same thing too. Designing a customized mech can take quite a while and therefor shouldn't be done ingame (especially not while playing on a server). All we need are a few additional slots in the buy-menu where we can place our own configs, which are loaded from files that can be edited outside the game. All the game has to do is make sure the mechsetup in that file is valid. If the devs really have no time for, then that file could be edited by hand or it I'm sure someone in the community will eventually come up with an editor.



Uraniums post totally misses the topic, this is not about how we can test out modified mechsetups.... yeah of course, editing the xmlfiles of the mechs is all we need for that. Still, thats not what we're talking about here. Not about having some private modified mechs than you could only try out with some pals at best. Its about the addition of customized mechs to the game and more precisely its about HOW that may work.

Uranium is only beeing an jerk because he is against Mechlab alltogether. It's okay that you have this opinion Uranium but it has nothing to do with this topic, see ?

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Offline Draks

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Re: MechLab - Standalone
« Reply #9 on: January 12, 2010, 03:50:47 PM »
I figured the Mechlab would be part of the menu GUI within Crysis that you would go into before joining a game...

Offline TorinAldred

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Re: MechLab - Standalone
« Reply #10 on: January 12, 2010, 04:11:57 PM »
There are challenges to creating a standalone application such as this.  The biggest one I can see off the top of my head would be the potential for cheating.  I think the LAN game method is probably the best route however I'm not a dev so they may be working it into Crysis in some other way that allows for validation.

Offline Uranium - 235

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Re: MechLab - Standalone
« Reply #11 on: January 12, 2010, 04:12:17 PM »
Quote
I am not certain that it would be much more difficult to make it standalone then part of the game process
Quite the contrary I daresay.

Making mechlab standalone is a good point and I've tought about the same thing too. Designing a customized mech can take quite a while and therefor shouldn't be done ingame (especially not while playing on a server). All we need are a few additional slots in the buy-menu where we can place our own configs, which are loaded from files that can be edited outside the game. All the game has to do is make sure the mechsetup in that file is valid. If the devs really have no time for, then that file could be edited by hand or it I'm sure someone in the community will eventually come up with an editor.



Uraniums post totally misses the topic, this is not about how we can test out modified mechsetups.... yeah of course, editing the xmlfiles of the mechs is all we need for that. Still, thats not what we're talking about here. Not about having some private modified mechs than you could only try out with some pals at best. Its about the addition of customized mechs to the game and more precisely its about HOW that may work.

Uranium is only beeing an jerk because he is against Mechlab alltogether. It's okay that you have this opinion Uranium but it has nothing to do with this topic, see ?

Absolutely nothing you said made any fapping sense whatsoever. I've read that trainwreck of words three times and I still have absolutely no idea what the hell you're talking about.

The best I can guess is that you seem to be under this impression that mechs made in a LAN server will be stuck in that LAN server. Favorites are stored no matter if you make them in a LAN server or not...

Even if the Mechlab worked through the Crysis main menus somehow, you'd still have to run the game.

Offline ~SJ~ Tajin Nevversan

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Re: MechLab - Standalone
« Reply #12 on: January 12, 2010, 04:28:20 PM »
Oh now i realize the problem.

Quote
You can just make configs in a LAN server, you know....
I, aswell as some others believed that by this post you meant that we should modify the gamefiles on a LAN server in order to get to play with different mechsetups. (yes you can already do that)

I didn't realize you meant we should use the mechlab on LAN so we don't have to do this on a public server. Fair enough. The problem is not everyone will do so, so there will still be enough people that join a server and then end up sitting in the mechlab for half an hour, while their team gets torn to shreds.


Still the first part of my last post should be unaffected by that little misunderstanding and actually does make a fapping sense. (thanks in advance for staying a bit calmer the next time you reply)

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Offline (TLL)Sky_walker

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Re: MechLab - Standalone
« Reply #13 on: January 12, 2010, 04:34:48 PM »
Quote
The problem is not everyone will do so, so there will still be enough people that join a server and then end up sitting in the mechlab for half an hour, while their team gets torn to shreds.
Mechlab accessible from game menu, like Draks told, won't have this problem. Making mechs in MWLL, but before starting multiplayer games. This also "kinda" solves the cheating issue (depending on how the files with configs will be saved and if/how hosts will do anti-cheat verification on mech designs.
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Offline =CJW= Zweistein000 (W)

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Re: MechLab - Standalone
« Reply #14 on: January 12, 2010, 04:40:06 PM »
I think that mechlab should be be built into game like in http://www.mechlivinglegends.net/forum/index.php/topic,6890.0.html topic, but it should also be available in mech hangar if you suddenly need a small tweak (like you 4got to add spare tonnage to the armor, etc.)
..., but this is battletech, and sense is often not made.

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