Kay Wolf, on 12 April 2012 - 04:47 PM, said:
First, I absolutely love the Chameleon, and would be astounded to pilot one of those trainers.
Second, if generic 'grounds' were to be built for training, there would need to be individual, Lance, and Company areas. The individual areas would need to be about piloting, gunnery, and individual tactics. Lance areas would need to be for Lance practice -getting your crap together as a unit and getting the lone wolves and glory hounds in accord or shaking them out-, including small unit tactics and maneuvers, combined fire, setting security, traps, and taking on AI 'Mechs to try and make all of those work, though the AI would need to be more robust than any AI that's come before, and of course none of this work could be proven until on a battlefield, and only then. Company areas would be the same, with the added enhancement of truly having a necessity for the BattleGrid.
Training is absolutely mandatory for a unit to survive and improve, and not everything can be worked out solely on the battlefield.
Disagree with the AI. PG has stated on several occasions that coding AI is expensive and time consuming and that the idea should be revisited only once they get the core game up and going. I think that any game with tactical customizations should let you at least shoot at still or simple moving dummies. And if the dummies would be nice enough to give back a performance report( DPS, AVERAGE speed, locking assist damage, target/intel gathering etc.); I don't think that would be very hard to adapt from the core game mode. Then again my code experience is auteur at best. Great topic bty. Lets keep this one going and make sure it gets in there. Never want to launch with no amo or with all the armor that you stripped off that arm, cuz you weren't using it in your last build. Probably gonna have to test out the whole cbill damage issue.