Is this how a battle in mwo is going to look?
#1
Posted 25 June 2012 - 01:14 PM
#2
Posted 25 June 2012 - 01:16 PM
#3
Posted 25 June 2012 - 01:16 PM
#4
Posted 25 June 2012 - 01:22 PM
#5
Posted 25 June 2012 - 01:28 PM
#7
Posted 25 June 2012 - 01:34 PM
#8
Posted 25 June 2012 - 01:38 PM
#9
Posted 25 June 2012 - 01:46 PM
I will say that battalion level battles would be awesome. Having battlion and reginamental commes would be great, with lance, company, etc. commanders.
The technology is there I am sure it is just if the level of demand and justify the cost of development and hardware to deal that kind of load.
#10
Posted 25 June 2012 - 01:49 PM
granted its kind of a stutter fest, but I think it was more a proof of concept rather than an actual game.
#12
Posted 25 June 2012 - 01:53 PM
#14
Posted 25 January 2015 - 09:37 PM
#15
Posted 25 January 2015 - 10:45 PM
#16
Posted 27 January 2015 - 04:16 AM
The issue I would have with any assemblage of that many elements in one battle is,
- Just how did they get there, transport wise.
- And what sane Commander would 'allow' the build-up of forces to this example.
- If one side has the capability of deploying drop ships and transport vessels, most likely the first large battle would have happened in orbit. Or within the planetary system before arriving for 'planet fall', and this example would not even happen.
Even with the Lore around the Clans and ComStar battles on Tukayyid, the vast numbers of equipment and Mech's evolved,
- Up to Army level forces for ComStar and nearly every owned piece of combat gear for some of the Clans.
(~ Yes, some bartered down, but the numbers were still vast.)
- Tactical objectives and command and control are still as they are today,
- Even if cost, both equipment and trained personnel, is not an obstacle, supply would be for anything past a few days.
- The same conditions apply in this timeline as now, Destroy, or Capture, Occupy the Objective with the least loss of forces possible. Or your Pyrrhic victory will be just that.
From that image, it's like replacing a Medieval Battle with modern BattleTech equipment.
Now putting all that aside, even if we had all the types of units depicted, could it be possible?
- With current levels of computer and server Gaming Tech, no.
- With a closed LAN setup, probably still no. Server code is not to the level required.
(from a 'similar' other game I have seen up to 20 + units on each side, everything from aerospace, hover, tracked, Mech, to Battle Armour. And on a much larger map area. So possibly 60 units may be a limit factor if any resemblance of 'hit detection' is to be modeled.)
There is a 'Tech' that is just now starting to make an appearance for speeding up server based processing, linking multiple dedicated GPU processers to the servers. And it's a simple 'plug-in' add-on device that some server companies have now. (allowing the off-load of all the calculations and using the stacked GPU's capabilities.)
- currently being used for 'real time' calculations of environmental modeling,
- Military applications of linked mapping and battlefield rendering,
- commercial and research use for any application that normally used to take hours to days to 'crunch out' the final images now in 'real time'.
Could the 'Gaming Industry' benefit from this Tech? With online server requirements nearing there limits and requirements of having more Players within the same 'incidence', this could be what we have all been looking for?
- PGI has heard of this Tech, but if it's usable with the game code as it sits now? Without changing the area of play for the maps we have now? Lots of concerns for them to ponder.
Just some info and observations,
Aim True and Run Cool,
9erRed
Edited by 9erRed, 27 January 2015 - 04:21 AM.
#17
Posted 27 January 2015 - 09:38 AM
why would everyone stuff itself that close together.
#18
Posted 27 January 2015 - 10:34 AM
Also worth mentioning that this kind of vision completely buries role warfare and takes away from the Battletech feel of mechs tactically engaging each other in slower battles, having room to strategize, and slowly taking damage and lost systems over time.
#19
Posted 27 January 2015 - 01:25 PM
#20
Posted 28 January 2015 - 07:49 AM
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