An idea about how to fix the convergence problem:
1. Make weapons converge only if your reticle is on another mech - weapons shouldn't converge on rocks, buildings, bunny rabbits, etc. If you move reticle off the target mech, convergence should stop and remain at whatever distance it was at that particular moment until you drop reticle on a mech (same or another) again, at which point weapons should begin to converge at a new distance to target.
2. If your reticle is on a mech and current weapon convergence is within a certain "highly likely to hit the target" treshhold (not necessarily zeroed in, but close to it), make that reticle change - something like two concentric circles instead of one for arms reticle and square around the crosshairs for torso reticle to indicate "direct fire lock" (sort of like in canon, but I think canonical flashing reticle would be too distracting).
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Weapon Convergence
Started by IceSerpent, Nov 06 2012 09:27 AM
2 replies to this topic
#1
Posted 06 November 2012 - 09:27 AM
#2
Posted 07 November 2012 - 05:24 PM
I don't think that is necessary. It would be difficult to rewrite the HUD at this point. A battlemech definitely has the capability to zero to any object. I assume they use an infrared or sonic scanner mounted somewhere to determine distance and the targeting computer adjust the weapons accordingly, just like modern military vehicles.
#3
Posted 10 November 2012 - 10:20 PM
The disadvantage to auto-convergence systems based on targeted mechs is that it won't work for sniping; you're better off with the rangefinder at that point. (unless you're allowing calculation of the convergence/range-to-target based on things that are outside of IFF range, which wouldn't be the end of the world but isn't ideal from a gameplay/realism standpoint.)
It might be possible to use an alternate reticle for certain long-range weapons; even, say, a ballistics trajectory plotter in the HUD... but I think that would add far too much complexity except for very particular "long-range artillery" loadouts. In those scenarios, you'd probably be better off sticking with a variant that places your primary long-range direct-fire weapon group in CT. (Assuming there are no issues with convergence/ranging mechanics for center-mounted weapons...)
I'd be happy with auto-convergence on targeted mech, with infinity-convergence when no mech is targeted. The main thing is to make it *reliable* so that at least I'll know *where* to lead shots.
It might be possible to use an alternate reticle for certain long-range weapons; even, say, a ballistics trajectory plotter in the HUD... but I think that would add far too much complexity except for very particular "long-range artillery" loadouts. In those scenarios, you'd probably be better off sticking with a variant that places your primary long-range direct-fire weapon group in CT. (Assuming there are no issues with convergence/ranging mechanics for center-mounted weapons...)
I'd be happy with auto-convergence on targeted mech, with infinity-convergence when no mech is targeted. The main thing is to make it *reliable* so that at least I'll know *where* to lead shots.
Edited by TheDissolver, 10 November 2012 - 10:22 PM.
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