Lewisk3 / MechDoomer-Rebooted

Very heavily WIP, this is basically MechDoomer 2.0
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Not really an issue with the mod, but wanted to give feedback to this amazing WIP! #1

Open StrOf10kBabies opened 4 months ago

StrOf10kBabies commented 4 months ago

Wanted to check back on MechDoomer after taking a break, and I absolutely love the revamped system! The new HUD, mechbay, mech market system, drone repair system, etc is absolutely incredible to witness in a doom engine. I do have a few questions in regards to future updates:

  1. I'll get this out of the way first and state that the Rifleman IIC Prime is my absolute favorite mech in battletech. Any chances that we will see it pop up again? I see the that Rifleman IIC 3 is present in your latest build. What are your plans for the other mechs and mech variations?
  2. In regards to what I said above, any hopes for mech newcomers to your mod like the Executioner? Would a MASC/Supercharger system be theoretically possible? I know some variations of the Firemoth have MASC as well so I'm curious to see if such a system is possible.
  3. Any possible future updates for switching out the sounds to the classic MW2 sound effects again like from your previous mod?
  4. I noticed that there is an assortment of mix tech stuff going on when customizing mechs and under tonnage seems to be a common issue when customizing loadouts. This is not really an issue due to the mod being an active WIP and I'm sure that you are already aware of this. What are your plans for other tech and equipment? Will there be locked equipment for the IS/Clan tech base or will everything be interchangeable?
  5. I like the buffed ranges for most of the weapon systems in game so I won't bother asking for the ER pulse lasers again. However, are you planning to separate Clan/IS tech or will this be more of a generalized tech system moving forward?
  6. How about features like DFA (Death From Above)? It's simply when a mech jump jets on top of an opponent and causing tremendous damage due to the sheer weight of the mech crushing it's opponent. In the doom engine I could see a system where if a player initiates their jump jets and lands near a monster, it causes said monster to either gib (if they are of a lesser monster type IE Zombieman, Shotgun Guy, Imp, etc) or causes pain chance to larger monsters with the exception of the Spider Mastermind/Cyberdemon monster types.
  7. I know someone suggested custom color schemes and paint jobs for the mechs, but what about custom decals? Perhaps in a future update we can select specific IS/Clan decals that can go on the sides or the arms of the mech in the mechbay. For simplicity sakes it might be easier to select a custom Ghost Bear Rifleman IIC or a House Steiner Hunchback with preset colors and camo variations with the decals. If you need references for the color schemes here is Clan Wolf, Jade Falcon, Ghost Bear and Smoke Jaguar: https://imgur.com/YROSydL and a refence to the insignias for the Clan/IS houses: https://comstar.home.blog/wp-content/uploads/2022/04/screenshot-2022-04-06-at-22.42.32.png?w=1024 If you decide to go with 4 Clan/IS Houses to start I would go with Clan Ghost Bear/Wolf/Jade Falcon/Smoke Jaguar and for the IS House Steiner/Kurita/Davion/Liao.

Keep up the great work!

StrOf10kBabies commented 4 months ago

One other thing I did discover is that there is a tremendous amount of heat build up with LRM 20's. Even if you chain fire LRM 20's on the Timberwolf Prime it nearly shuts down the mech. Heat scaling may be bugged with LRM's at the moment.

Lewisk3 commented 4 months ago
  1. I'll get this out of the way first and state that the Rifleman IIC Prime is my absolute favorite mech in battletech. Any chances that we will see it pop up again? I see the that Rifleman IIC 3 is present in your latest build. What are your plans for the other mechs and mech variations?

Eventually, I plan on adding all the mechs featured in Mechwarrior 2. I'm bottlenecked by this because I only have the 3D models for those mechs. As far as variants go, I will not be adding every single different variant for each mech most likely, I'll choose the ones with the most interesting hardpoint layouts. In the future, I might see if I can work out how to create some sort of omnipod hardpoint system.

  1. In regards to what I said above, any hopes for mech newcomers to your mod like the Executioner? Would a MASC/Supercharger system be theoretically possible? I know some variations of the Firemoth have MASC as well so I'm curious to see if such a system is possible.

As per the reason highlighted above, there will be no new mechs, hopefully unique variants and hardpoint mounts will make up for this and provide more variety than the original mechdoomer. MASC is definitely possible, I just have to think about the UI in terms of how to add/remove it. So, I'll also need to do a bit more research lore-wise to figure out the best solution.

  1. Any possible future updates for switching out the sounds to the classic MW2 sound effects again like from your previous mod?

This should be possible, if not in the base mod then as an addon. It's not a focus right now though.

  1. I noticed that there is an assortment of mix tech stuff going on when customizing mechs and under tonnage seems to be a common issue when customizing loadouts. This is not really an issue due to the mod being an active WIP and I'm sure that you are already aware of this. What are your plans for other tech and equipment? Will there be locked equipment for the IS/Clan tech base or will everything be interchangeable?

I want to avoid a cluttered feeling to the mechlab and shop, so for weapons which have IS and Clan versions, I'll probably end up only going with one or the other (*). There already is clan-exclusive equipment; clan-endosteel and clan-ferro, these are only offered on specific mechs and cannot be disabled.

  1. I like the buffed ranges for most of the weapon systems in game so I won't bother asking for the ER pulse lasers again. However, are you planning to separate Clan/IS tech or will this be more of a generalized tech system moving forward?

For the time being, it'll be mostly generalized. I might add some unique clan-only weapons in the future though, but I will not be making a Clan and IS variant for the same weapon. *

  1. How about features like DFA (Death From Above)? It's simply when a mech jump jets on top of an opponent and causing tremendous damage due to the sheer weight of the mech crushing it's opponent. In the doom engine I could see a system where if a player initiates their jump jets and lands near a monster, it causes said monster to either gib (if they are of a lesser monster type IE Zombieman, Shotgun Guy, Imp, etc) or causes pain chance to larger monsters with the exception of the Spider Mastermind/Cyberdemon monster types.

Yeah, this will become a feature eventually it's just not been a focus currently.

  1. I know someone suggested custom color schemes and paint jobs for the mechs, but what about custom decals? Perhaps in a future update we can select specific IS/Clan decals that can go on the sides or the arms of the mech in the mechbay. For simplicity sakes it might be easier to select a custom Ghost Bear Rifleman IIC or a House Steiner Hunchback with preset colors and camo variations with the decals. If you need references for the color schemes here is Clan Wolf, Jade Falcon, Ghost Bear and Smoke Jaguar: https://imgur.com/YROSydL and a refence to the insignias for the Clan/IS houses: https://comstar.home.blog/wp-content/uploads/2022/04/screenshot-2022-04-06-at-22.42.32.png?w=1024 If you decide to go with 4 Clan/IS Houses to start I would go with Clan Ghost Bear/Wolf/Jade Falcon/Smoke Jaguar and for the IS House Steiner/Kurita/Davion/Liao.

Decals are probably not going to happen, as GZDoom doesn't really offer a scripted texture system which would work well for that (It does have scripted textures but, they're very limited currently).

  1. One other thing I did discover is that there is a tremendous amount of heat build up with LRM 20's. Even if you chain fire LRM 20's on the Timberwolf Prime it nearly shuts down the mech. Heat scaling may be bugged with LRM's at the moment.

I'll look into this.