Author Topic: When can we expect to see a MechLab?  (Read 2792 times)

0 Members and 1 Guest are viewing this topic.

Offline Profane Arbiter

  • Star Captain
  • ***
  • Posts: 1190
  • Karma: 29
  • Ingame Handle: Contrition
Re: When can we expect to see a MechLab?
« Reply #30 on: June 30, 2010, 04:11:50 PM »
Quote
Yes but the 7 Light Guass with AMS, ECM ERoptics and MASC with all the armor it can hold Atlas heading everyone not using ELRM's and alot of fading would get old fast.

At a weight of 12 tons each, an Atlas wouldn't be able to carry more than perhaps 3 light gauss with MAYBE a few extra tons left over for other crap.

I dunno about you, but a 3 light gauss Atlas seems kinda like a waste of an Atlas.
« Last Edit: June 30, 2010, 04:22:06 PM by Storm_Crow »
"Speed is the essence of war. Take advantage of the enemy's unpreparedness."
- Sun-Tzu, The Art of War

Offline Aidan

  • Living Legend
  • *******
  • Posts: 2210
  • Karma: 40
Re: When can we expect to see a MechLab?
« Reply #31 on: June 30, 2010, 05:08:34 PM »
Perhaps we could have best of both worlds by making Mechlab available only in certain game modes (eg.  FFA, or an even a custom Lab Shootout mode ).

This.  That seriously is the best idea I've seen passed around on the MechLab yet. 
I can see a fun 'messing around' Lab Test mode  for the people who just want to be Munchkins and fight with the most ridiculous/flashiest/ricer Mech they can.
Also they could try making 'MechLab' variants of all the major gamemodes instead of dedicating a gametype or two to it (i.e., if FFA were MechLab only, it's then considered poisoned by the anti-Lab group).

 
Or... we could do what I'm proposing above and make MechLab generated designs a server-configurable option (a la cvar s_mechlab_enabled 1) so that they will be enabled/disabled for ANY game mode based on a simple server configuration.

King,

My opinion in this matter is that making a major game feature, such as the MechLab, a server switchable capability is an excellent way to proceed and can only make the MWLL Mod more desireable to the Mechwarrior community and especially existing or to be formed leagues. This is a very wise approach on your part.


Intel Core i7 @ 3.50GHz, AMD/ATI HD6990 LCS, Catalyst Control Center V11.10, 6GB Tri-Channel Dram, 640GB HD, 128GB SSD, DirectX 11,  Windows 7 Pro (64 bit), Corsair 1200 Watt Power Supply, Liquid Cooled GPU and CPU.

Offline Dirg

  • Bondsman
  • *
  • Posts: 30
  • Karma: 2
Re: When can we expect to see a MechLab?
« Reply #32 on: June 30, 2010, 10:53:25 PM »
Quote
Yes but the 7 Light Guass with AMS, ECM ERoptics and MASC with all the armor it can hold Atlas heading everyone not using ELRM's and alot of fading would get old fast.

At a weight of 12 tons each, an Atlas wouldn't be able to carry more than perhaps 3 light gauss with MAYBE a few extra tons left over for other crap.

I dunno about you, but a 3 light gauss Atlas seems kinda like a waste of an Atlas.
Weight is currently a non factor in mech design a limit purely in the minds of the Devs from my understanding right now, it was a joking comment around the 7hardmounts and nothing more ;)

Offline 4204ME

  • MechWarrior
  • **
  • Posts: 332
  • Karma: 38
    • MWBU
Re: When can we expect to see a MechLab?
« Reply #33 on: July 01, 2010, 02:10:23 AM »
To use ballancing in the ML is common sence and weight is a factor in the current configs. 4 LT gause is a config I loved in MW4 and am impatiently waiting for now. Its not really very much dps for an assault but its still considerable and surgical.

Offline =KoS=Zeus

  • Star Colonel
  • ****
  • Posts: 1435
  • Karma: 66
  • Knight of the Inner Sphere
Re: When can we expect to see a MechLab?
« Reply #34 on: July 01, 2010, 06:13:27 AM »
4 Light Gauss opens the door to a clan mech with 4 CGauss.

Need I remind people that Gauss rifles are the weapon that ruined CBT? This is a perfect example of why, as are the several canonical designs that mount 3 gauss rifles in CBT.

Offline snooggums

  • MechWarrior
  • **
  • Posts: 243
  • Karma: 9
Re: When can we expect to see a MechLab?
« Reply #35 on: July 01, 2010, 08:10:56 PM »
I like the mechlab on or off idea, but I also like minor changes to reflect the CBT 'local' designs.

So for example there could be several options for customization levels (yeah, overly complex I'm sure)
  • Stock mechs only
    Secondary weapon customization (ie only smaller weapons can be modified. There would be a list of primary weapons such as guass rifles, autocannons, PPCs as well as heat sinks that must match the stock mech but SRMS and lasers could be switched around for equal tonnage)
    Free for all mechlab

Offline HAARP

  • Living Legend
  • *******
  • Posts: 2215
  • Karma: 186
  • = Clan Jade Wolf =
    • Clan Jade Wolf
Re: When can we expect to see a MechLab?
« Reply #36 on: July 01, 2010, 08:23:20 PM »
Without going into much detail, I have one simple request:

Make the mechlab a separate program.

Offline Jaso the Sniper

  • Lance Sergeant
  • **
  • Posts: 391
  • Karma: 4
Re: When can we expect to see a MechLab?
« Reply #37 on: July 01, 2010, 09:20:41 PM »
I'm just wondering if there is any time table on which we might be able to see a MechLab?  Honestly right now I think that is by far the thing hurting the longevity the most.  It's always been a huge part of MechWarrior and I know it's planned, but honestly without being able to modify and reconfigure designs, I think a lot of players trail off from active playing (which hurts the community in general) because there's only so many times you can run the same maps and missions without the extra flavor of re-design.

From my experience (both as KingLeerUK and ghosting under other names in-game/IRC) there seems to be a pretty even split in the community between those that want a MechLab and those that do not.  The team recognises that it is an intrinsic feature to the MechWarrior video game universe and we do have plans for it, but I think it's a stretch to say that the playerbase will walk away if it is not made available with the immediacy you seem to require.

I must admit I'm hoping to hear this is a priority feature for the next patch, because - not just because I want it - I think the community will implode by the time it comes around if this is a "Several versions down the road" upgrade.  This feature adds immense re-playability.

Right now we have prioritised new game types over the 'MechLab due to our current resource set on the team.  The next content patch (currently roadmapped as 0.5.0, post Wars 0.4.0) will contain at least two new game modes: Free For All and Terrain Control.  Our feeling is that new game types beyond simple team deathmatch (Solaris Arena) will greatly expand the ways that MWLL is played.  Couple these with Team Tickets, Individual Tickets, Clan vs IS mode... well, you get the idea.
 
The MechLab implementation needs to be approached carefully and thoughtfully to ensure that it doesn't completely bork the balance of the game.  I don't have anything "official" say in terms of timelines or features, but I personally have a strong preference for making MechLab generated designs a server-configurable option (a la cvar s_mechlab_enabled 1) AND when they are enabled to make any designs that are customised have a premium C-Bill cost for doing so, therefore giving preference to stock variants.  Since my personal preferences will likely have an influence on things, it might give you an idea how things are leaning, but there are other voices on the team that will speak into the design just as much.  All of this is up  in the air right now, so please be patient.

Love the ideas in bold above. About game modes: are there any others (from my ongoing list - I bet you know about it) that might be added too?

I personally would like to have mechlab in pretty soon (but since I'm waiting for 0.4.0 Wars I want that first) as a configurable option. Also make customs longer to build along with costing more for the customization. I would pay that cost whatever it is, but balace would be affected less.
People are stupid if they think they can have their own way.

... that is, unless they have HEAP rounds, high-explosive homing missiles, and terawatt lasers on a walking weapons platform, that is...

Offline Jaso the Sniper

  • Lance Sergeant
  • **
  • Posts: 391
  • Karma: 4
Re: When can we expect to see a MechLab?
« Reply #38 on: July 01, 2010, 09:29:36 PM »
Edit: Crap, double-post.  :-[

If it's server configurable, then I'm for it. If it's in the game, I'm for it. Just that the option might raise the playerbase, and people who get bored can do that.

Also, in Mechlab, weight must be a factor.

Question: Can you change Tank and other configs in mechlab? If not... crap.
People are stupid if they think they can have their own way.

... that is, unless they have HEAP rounds, high-explosive homing missiles, and terawatt lasers on a walking weapons platform, that is...

Offline (TLL)KitLightning

  • Resident Necromancer
  • Apprentice Dev
  • Living Legend
  • *
  • Posts: 5128
  • Karma: 295
  • πάντα ρει, και ουδέν μένει
    • The Living Legends
Re: When can we expect to see a MechLab?
« Reply #39 on: July 02, 2010, 07:46:59 AM »
Edit: Crap, double-post.  :-[



Quote
Question: Can you change Tank and other configs in mechlab? If not... crap.

There is no knowledge of the features of the Mechlab at time. But I would assume that all assets will would be able to be reconfigured. We'll see in the future.


       BUG Reports                                    Technical Issues                                       Install Errors

"Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." ~Albert Einstein
                                     "It'll take time to restore chaos" ~George W. Bush

Offline Jaso the Sniper

  • Lance Sergeant
  • **
  • Posts: 391
  • Karma: 4
Re: When can we expect to see a MechLab?
« Reply #40 on: July 02, 2010, 08:06:39 AM »
thanks for explaining my feelings...
*snif*
i feel better now ;)
People are stupid if they think they can have their own way.

... that is, unless they have HEAP rounds, high-explosive homing missiles, and terawatt lasers on a walking weapons platform, that is...

Offline (TLL)KitLightning

  • Resident Necromancer
  • Apprentice Dev
  • Living Legend
  • *
  • Posts: 5128
  • Karma: 295
  • πάντα ρει, και ουδέν μένει
    • The Living Legends
Re: When can we expect to see a MechLab?
« Reply #41 on: July 02, 2010, 08:14:54 AM »
oh btw happy birthday


       BUG Reports                                    Technical Issues                                       Install Errors

"Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." ~Albert Einstein
                                     "It'll take time to restore chaos" ~George W. Bush

Offline Buzz_Litebeer

  • Lance Sergeant
  • **
  • Posts: 401
  • Karma: 26
Re: When can we expect to see a MechLab?
« Reply #42 on: July 02, 2010, 09:05:26 PM »
Here, this is how mech lab should be done.

Weapons cost money, you can only add weapons in the repair bay.

It costs money to "dismount" a weapon, and money to "add" a weapon.

NOTE< dismounting and adding weapons should be done in design time, with changes being committed after the player knows how much it will cost (IE selling your ER large lasers only to find you dont have the slots to mount another weapon would sucks).

But make this process expensive, as expensive as buying a light mech, say have it cost 20 k to change 2 er meds out for an er large laser.

If you do it this way then only the people who are doing well and purchased up will get into the arena of being able to customize their rides, but will also allow minor tweaks for mechs people want to have more specialization.

IE, take a mech like the Uller with the gaus.

You could go out, fight a little, come back and only have 20k and replace the er meds with 1 er large, or remove the ER meds and add ammo capacity.

Something like that.

If you limit the lab part of the battlemech, and make it something that can be done fast when at the repair bay (so people dont spend hours tweaking their mechs instead of fighting) then it would be good.



I hate Aircraft in this game, if I die from one, I leave.  I wish I could just fire back at them from a Mech.

Offline Jaso the Sniper

  • Lance Sergeant
  • **
  • Posts: 391
  • Karma: 4
Re: When can we expect to see a MechLab?
« Reply #43 on: July 02, 2010, 11:24:54 PM »
I'd prefer far lower cost and have it as a server variable
People are stupid if they think they can have their own way.

... that is, unless they have HEAP rounds, high-explosive homing missiles, and terawatt lasers on a walking weapons platform, that is...

Offline darkrei9n

  • Bondsman
  • *
  • Posts: 19
  • Karma: 2
Re: When can we expect to see a MechLab?
« Reply #44 on: July 03, 2010, 08:17:06 AM »
Or make the mech's cost ingame to spawn dependent on weapons and mech chassis cost. Say you have a atlas with a base cost of say, 70,000. You put 4 Large beam lasers with a cost of 3,000 each, putting it up 82,000 to spawn the mech ingame. Including heat sinks which could be like 2000 each and you put 10 that brings it up to 102,000. Maybe increasing armor of specific sections might cost per tenth of a ton.