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Game balance vs tabletop rules


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Poll: Balance vs Rules (188 member(s) have cast votes)

What is more important?

  1. Voted Game balance is more important than adherence to tabletop rules (152 votes [80.85%] - View)

    Percentage of vote: 80.85%

  2. Staying loyal to tabletop rules is more important than game balance (36 votes [19.15%] - View)

    Percentage of vote: 19.15%

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#1 Ter Ushaka

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Posted 06 July 2012 - 01:55 PM

Out of bordom, I decided to wade into the forum, run this up the flagpole, and see what sticks to be saluted. What do you feel is more important, rigid adherence to the BT tabletop rules, or bending/breaking some rules to make the game balanced?

#2 BTone

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Posted 06 July 2012 - 01:57 PM

It is a video game, so i say game balance

#3 Corpsecandle

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Posted 06 July 2012 - 02:00 PM

I voted balance, however as an avid PnP fan (though not in BattleTech), I'd argue that maintaining the spirit of the rules is as important as balance.

#4 Del Arianni

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Posted 06 July 2012 - 02:03 PM

I feel that game balance will win out. TT are excellent, but they are optimized for TT not Live Action.

#5 Bloodycrow

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Posted 06 July 2012 - 02:05 PM

MWLL already tried it with strict tabletop ranges, damage and armor values, and it was completely unenjoyable to play. It's an easy lesson to learn from, and it seems obvious PGI have already done so simply by looking at the current armor values.

Edited by Bloodycrow, 06 July 2012 - 02:06 PM.


#6 Project_Mercy

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Posted 06 July 2012 - 02:07 PM

The two aren't mutally exclusive. TT is (mostly) balanced. You can make a digital version of TT which would be perfectly balanced using TT rules. It isn't until you start changing the game to fit your idea of what the game should be (So, things like pin-point accuracy) that you start breaking the TT rules, at which point things need to be changed to account for these changes.

TT is not some magical world, It does correspond to real-time. A round is an extension of X seconds of real time. MUXs have shown this to work in action.

Edited by Wraeththix Constantine, 06 July 2012 - 02:08 PM.


#7 KeeperVS

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Posted 06 July 2012 - 02:12 PM

View PostCorpsecandle, on 06 July 2012 - 02:00 PM, said:

I voted balance, however as an avid PnP fan (though not in BattleTech), I'd argue that maintaining the spirit of the rules is as important as balance.


Those are my thoughts exactly.

#8 Terminal Blue

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Posted 06 July 2012 - 02:12 PM

I see what you did there, OP.

#9 Corpsecandle

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Posted 06 July 2012 - 02:13 PM

View PostWraeththix Constantine, on 06 July 2012 - 02:07 PM, said:

The two aren't mutally exclusive. TT is (mostly) balanced. You can make a digital version of TT which would be perfectly balanced using TT rules. It isn't until you start changing the game to fit your idea of what the game should be (So, things like pin-point accuracy) that you start breaking the TT rules, at which point things need to be changed to account for these changes.

TT is not some magical world, It does correspond to reality. A round is an extension of X seconds of real time. MUXs have shown this to work in action.


While there may be a direct map from a "round" to real world seconds, exploration often reveals that it just isn't as fun that way. So they need to make some adjustments, which creates deviation, which creates contention. Not to say that you're wrong of course, I'm sure there are successful direct TT to Digital conversion, but it's worth noting there are several legitimate reasons add/remove/adjust TT mechanics for the sake of creating a successful video game.

Edited by Corpsecandle, 06 July 2012 - 02:16 PM.


#10 Bootleg

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Posted 06 July 2012 - 02:14 PM

I've never played it table top, but I can see how trying to adhere to those rules would make sense. That being said, however, there are things that table top rules can't deal with such as lag, bugs/glitches and exploits. Ideally I would think the best solution to be follow the table top rules whenever you can, but allow for game-balancing when you must.

#11 Terminal Blue

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Posted 06 July 2012 - 02:18 PM

I think it all comes down to sticking with the fluff more than the actual rules, to be honest. Nobody wants it to become Armored Core 9: 9 Ball with a 9-iron, but that doesn't mean that TT has to be treated as a perfect fit.

The 'feel' is of course the important part, and ballistic weapons not feeling like cannons of death doesn't feel so right.

#12 Project_Mercy

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Posted 06 July 2012 - 02:24 PM

View PostCorpsecandle, on 06 July 2012 - 02:13 PM, said:

but it's worth noting there are several legitimate reasons add/remove/adjust TT mechanics for the sake of creating a successful video game.


Eh, depends what your crowd is. Like I said, MUSH/MUXes used a fixed length round perfectly fine. By adjusting the round timing the game becomes more or less tactical. I'll agree with the average button-mashing gamer, that round combat may not be ideal for them. Then again they have a few hundred other games where they can run around and knife people between respawns, so I think it's fair that a little change in this isn't off base.

#13 Dimestore

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Posted 06 July 2012 - 02:28 PM

I started with table top originally and it was awesome. Doing it as a video game without breaking the ruleset would require a turn-based system among other changes. Just switching from turn-based to real-time has a massive effect on game balance. Once you start including things like manual aiming vs simple target selection the table-top rules fall appart as written.

That said, you can use the table-top rules as a baseline and only deviate where it helps gameplay. This seems to be the essential approach they have used.

One of the things they've done that I really like is that they've matched the game rules to the world as depicted in the sourcebooks & novels better than the table-top game did. I've detailed my arguement for this in other posts so check my profile if you want the long version.

#14 Furniture

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Posted 06 July 2012 - 02:32 PM

Tabletop balance has been maintained over decades of gaming. I don't think it is bad for them to try and keep as true to tabletop as possible. Need I remind you that all of the things that contributed most to game imbalanced through all of the recent MW titles has been because they DEVIATED from the talbetop source material? For example, coolant flushing and unrestricted customizing in MW3. Or the shuffle of weapon DPS in MW4 that caused more problems than it ever fixed. Already, we have a potential problem with MWO because of the rumor of the double-armor value, but no double ammunition-per-ton to make up for it. What good is an AC/20 that damages its opponent like an AC/10 would in tabletop, but only gets 5 shots per ton? Let's think twice before making too many changes.

#15 Pht

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Posted 06 July 2012 - 02:41 PM

Mechwarrior game balance CAN NOT be "vs" the tabletop system.

The former comes from the latter. There isn't any versus about it.

Spoiler

Edited by Pht, 06 July 2012 - 02:43 PM.


#16 Aeryk Corsaer

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Posted 06 July 2012 - 02:48 PM

I have been a TT Btech player from the first year it was out...but really think balance should be a primary issue in a computer online game. Keeping the feel and fluff of Battletech intact while still making it fun (and fair) for all should be the goal of MWO.

#17 Reoh

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Posted 06 July 2012 - 02:52 PM

Game Balance. It should still be a BT Universe Mechwarrior game, but allowances should be made.

#18 Terminal Blue

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Posted 06 July 2012 - 03:00 PM

I look at it as Fallout 2 vs Fallout 3. Very different games but I think they bridged the gap decently.

In terms of the essential game mechanics, that is. Fallout 3 had plenty of problems but I think the transition to FPS + VATS went fine. Better than say, Fallout 2 to BOS' RTS mode.

#19 Randal Waide

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Posted 06 July 2012 - 05:46 PM

Adherence to me means that you have x point of armor for weight, x amount of damage for weapon types and x movement per equipped. It doesn't mean being able to put 47 AC-20s in your left arm and ammo in all of the rest of your slots. In other words, MWO should "feel" like the TT game experience and not be bastardized.
When I pull the trigger on my PPC, I want to feel my cockpit heat up, I want to see the heat indicators go red and I want to see splash damage that tracks across the enemy mech, melting armor off in white hot rivulets. I want to see that mech stagger from the shock and stubble and fall when I breach his torso. I want to crush my enemies, see them driven before me and hear the lamentation of the women. :P

#20 Zynk

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Posted 06 July 2012 - 06:32 PM

View PostCorpsecandle, on 06 July 2012 - 02:00 PM, said:

I voted balance, however as an avid PnP fan (though not in BattleTech), I'd argue that maintaining the spirit of the rules is as important as balance.


I agree and I have played PnP battletech.

"maintaining the spirit of the rules is as important as balance"

QFE





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