Soy, on 08 January 2013 - 07:08 PM, said:
Hey look, thread still continuing, full of Duke nukem fans that arent' actually into playing a Mech combat sim that simulates Mech combat ... not exactly the best way to start off interaction on any topic, you know...

Or, you know, we could actually interact with positions we disagree with... that is, if we really wanted to know how to defeat them.
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Links above quote blocks are links to the posts the quotes are taken from.
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http://mwomercs.com/...ost__p__1709875
HRR Insanity said:
Downsides of the COF idea - for starters, the back-end implementation the COF system would be overly complex - It would require a huge amount of entirely new, scratch-made conditional rules and calculations, which would result in unintended gameplay consequences.
In particular:
Conditions of your own 'Mech that would have to be considered:
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The volume of the cones has to be altered to emulate the effects of your 'Mech running hot (heat makes the 'Mech's myomers resistive and less predictable, causes aiming trouble).
The volume of the cones has to be altered to emulate the effects of damage to your 'Mech's arm actuators (Joints & their associated Myomers).
The volume of the cones has to be altered to emulate the effects of damage to your 'Mech's sensors (sensors give info to the 'Mech's Targeting computers, be they the normal built in TC's or the extra and more complex TC).
The volume of the cones has to be altered to emulate the effects of of damage to each individual weapon (and for multiple stages of damage, if using the much desired expanded critical damage rules from TO, pg 75)."TO" = Tactical Operations, the advanced combat rules.
The volume and shape and offset of the cones has to be altered to emulate the effects of your 'Mech's movement (i.e., if you're running laterally your misses should usually spread behind or ahead of your target, instead of above or below, so the cone has be be squashed into an oval and offset so some of the oval's area is placed to the appropriate "missed shots go here" direction, behind or in front of your target.)
The volume of the cones has to be altered to emulate the effects oft he accuracy of varying weapons and ammo types at varying ranges (large spread for cluster ammunition, larger spread for weapons like clan heavy lasers, smaller spread for pulse laser weapons, PPCs not focusing at close range).
The volume of the cones has to be altered to emulate the effects of the environment - forest fires, heavy smoke, extreme rain, heavy fog, extreme windstorms, sandstorms, earthquakes, hurricanes, tornadoes (and hey, who doesn't want an interactive changeable environment at some point in the future?)
The volume of the cones has to be altered to emulate how being underwater affects each individual weapon in use and what type of weapon it is. (lasers have shorter ranges underwater, etc)
Conditions of the targeted 'Mech that would have to be considered:
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The volume and shape and offset of the cones has to be altered to emulate the effects of the target's movement on your 'Mech's ability to aim at it.
The volume of the cones has to be properly calculated to emulate the effects of the target's range differently for almost every weapon and even for some ammo types.
The volume of the cones has to be altered to emulate the effects of what kind of cover or concealment the target is behind (more chances of missing targets moving through sporadic cover/concealment).
The volume of the cones has to be altered to emulate the effects of trying to target more than one 'Mech at a time.
The volume and shape and offset of the cones has to be altered to emulate the effects of the target 'Mech's attempts at evasion (TO, pgs 18-19).
The volume of the cones has to be altered to emulate the effects of your target being underwater.
The volume of the cones has to be altered to emulate the effects of targeting an immobile 'Mech - the cones have to be shrunk down to nearly nothing to emulate the fact that you can pretty much pick your part and hit it vs immobile targets.
The volume of the cones has to be altered to emulate the effects of targeting 'Mechs with relatively "thin" or "tiny" profiles from the front or the side (Vulcan, Marauder).
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What's even worse is that these rules will combine with and modify each other on a continuous basis - you're literally having to build an entire combat system from scratch and you'll not be able to fully predict how it will work out in gameplay - in fact, you likely won't even be able to tell how many different results that could crop up.
But wait, there's more! :ph3ar:
The volume and shape of the cone has to be made to work to make your hits and misses make intuitive "sense," in every situation. For example, you're shooting at a fast moving target at long range for the weapons you're using; say, a bunch of medium lasers (identical performance) - and the target is moving laterally across your FOV - your shots should mostly miss behind something that's moving to fast for your 'Mech to physically track. If this isn't accounted for, and you miss in a circular pattern, you've got nothing to go on as clues as to how to "fix" the problem... and vice-versa applies to hits with a plain circle in this situation - you can get a hit that makes no sense as to why it happened.
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Yes, I realize that our computers most likely could run all of these computations in real time; and they might even get it to work in the netcode - but that's not the main problem. The problem is that nobody could humanly predict the gameplay outcomes from this bunch of rules and calculations, and there's no way they could beta-test the game long enough to predict all of the outcomes. That means that the players would eventually find a way to Munch-out the system, and pretty badly - ever-lovin' unintended consequences.
For an example of this unintended consequences effect in action, witness the character building in anarchy online, about as complex as it can get - I once watched one of my friends running his level 60 (it may have been lower) engineer with a fully legit, non-bugged build, who could call/spawn the top hunter bot (lvl 200)... and he ran it through the temple of the winds (that area was capped to level 60 characters or lower), and that bot insta-ganked everything in there. All of said engineer's implants were put in by the means of self buffs - I forget the QL of the implants, but I think they were all maxxed. The really funny part was that in tower battles he would just have his engineer hide, and issue his bot the command bot/hunt ... the thing would insta-gank anyone anywhere near his level... but the level 200's who *could* handle his bot couldn't touch him due to PVP level restrictions, even though his bot could grief them. Unpredictable gameplay results = very, very, very bad.
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So what's a person to do?
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Well, using the TTR combat system, minus the pilot-skill simulating calculations and rules (the pilot's P&G dice rolls), run in real time (this is possible), virtually all of the above-mentioned problems are either already solved, minimized, or easily worked against.
As for using the TTR combat system in the manner I've just mentioned and player skill - it doesn't eliminate player skill. It does change the necessary skills. It doesn't make it either obscenely easy to do combat, or obscenely hard to do combat... or even obscenely hard to achieve high levels of effectiveness in combat if you're willing to put in the time to get the experience.
What changes as far as skills? With direct control over the weapons in use (FPS style combat), the skills necessary mostly relate to knowing how to handle the behavior of your target, with a little bit of knowledge necessary to use the weapons. With MW style combat (which is what porting over the TTR combat system in the way I've just mentioned gives you), the skills necessary mostly relate to knowing how to handle your 'Mech, and knowing how well your 'Mech can handle whatever conditions are occurring when you pull the trigger.
No, 'Mechs are not as inaccurate as they are usually accused of being. They (not counting the pilot's gunnery skill into the equation) are quite capable of hitting a stationary 'Mech sized target on the horizon 35 miles away, 41.67% of the time, or, or 5 of 12 shots connecting. At regular old "long range" they hit 91.67% of the time, or 11 out of 12 shots hit. The upshot is, people who played the TT game who complain about 'Mechs being inaccurate with their weapons don't know what the heck they're talking about. You have to stack up some pretty nasty conditions onto the 'Mech to make it (minus the pilot's screwups) miss with it's weapons.
The *only* thing that a BattleMech can not do is use its weapons, singularly or in groups, to pick a section of a target 'Mech and expect to hit it predictably and repeatably... and the entire TT combat system is balanced around this one point. This is also how "epic combat" is achieved, instead of instant-death style gameplay... and it doesn't even make it impossible to engage in sniper style gameplay... or pretty much any other form of gameplay. In other words, it's not whack-a-mole balance. If you have an idea and the map is relatively amenable to the idea (i.e., don't try and brawl on a flat open map with no cover), and you build your 'Mech for it and you work at it some ... you can pull it off successfully.
"BUT, BUT .... RANDOMIZATION = NO SKILL!"
No, it doesn't, but first:
First of all, the dice rolls in TT combat system don't allow for stupid things like shooting at a target's foot and hitting it's cockpit. The randomization effect only exists inside of a predictable range as a means of representing varying things - the hit-location table dice rolls simulate the ultimate limit of the 'Mechs ability to get its weapons fire concentrated under the reticule on a mobile 'Mech sized target; the weapon's individual to-hit dice roll modifiers represent the accuracy of each weapon; the to-hit modifiers for self, target, and environmental conditions represent the 'Mechs ability to handle those conditions.
For the pro-COF group, if this sounds a lot like what the cones are supposed to represent ... yes, it does. In fact, inside of the volume of the cones... the shot is and must be random... so, it's invalid to say that the COF system isn't ultimately probabilistic - it's just that it uses a different mechanic to represent that probabilistic spread.
How does this relate to skill? ... as I've already pointed out, the skills in an MW video game are different than normal FPS combat skills - in the MW game, "skill" is knowing how well or poorly your 'Mech can handle whatever conditions - all that these dice rolls do in the TT combat system is to simulate the 'Mech's capabilities within a set range.
Combat skill in MW is different than combat skill in your run of the mill FPS game.
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HRR Insanity said:
I have to say, even though I've considered this idea and how to possibly implement it, the more I think about it's consequences in gameplay the less I like it, and the more I realize that it would make for miserable, un-fun gameplay.
The end result would be people stacking on as many long-range hard hitting weapons as they could possibly get, and always aiming for the CT, Legs, and if at all possible, the cockpit. The only time this wouldn't be the best tactic is on any map where long-range targeting isn't viable, in which case, people would stack on the hardest hitting close range weapons - AC20s, and aiming for the CT, Legs, and Cockpits. This result would happen even if we bumped the required time between Super-Precise Chain Fired shots up to 30 seconds - you would need to bump the SPCF spacing up to the point where, on the longest ranged maps, any non-SPCF player could have the time to get close enough to dish out enough spread style damage to put you down... that is, they'd have to bump the time up between SPFC style shots if they wanted to see something besides everyone doing super-precise chain firing.
... And if they did bump up the time between the Super-Precise shots to what the long-range maps would require for non-whackamole gameplay, there would be virtually no point to having the ability. You'd be limited to one shot; you'd better hit the cockpit every time, or you'd be screwed, because you'd have just revealed yourself to everyone on the map; who would all be instantly gunning for you... and they'd probably be prone to strip your 'Mech and leave it, so even in respawn games, it would suck to try and use the skill even in this semi "balanced" form. Nothing generates more hatred than sporadic sniper style fire hitting you or your unit.
Because the heavy and assault class 'Mechs would be the only classes that could carry a decent amount of singular heavy hitting weapons they would become prevalent for the less experienced players; which would result in the light 'Mechs as a class being non-viable to any but the most determined, persistent, and experienced pilots - scouting at any range would be a quick way to die. Medium 'Mechs would be forced into a hit-hide hit-hide style of gameplay - and Heavy 'Mechs would fall into the black hole of being incapable of carrying as many weapons to chain fire as assaults, or capable of carrying nearly as many heavy weapons but having far less armor - Essentially, the weight classes would be forced out of their roles of lights normally as scouts, mediums as the workhorses that pin down the things the scouts find, heavies as the closer/cleanup forces that finished off what the mediums have pinned down, and assaults as the premiere defensive units, capable of holding ground andrepulsing heavy attacks.
The game would reduce into an MW4 style "Palace Gates" game - nearly everyone in an assault, hiding behind something, waiting for someone, anyone, to reveal themselves... and any players not in a chain-firing assault that tried anything else would be scrapped the instant they left cover.
Wholly besides the gameplay problems, 'Mechs in the lore have never been that capable, even with a single weapon, versus mobile 'Mech sized targets. The combat system simply isn't balanced for even a single weapon being that precise - Imagine if, in Megamek, you could take a pillager and always put both of it's Gauss rounds into any part of a target 'Mech you wanted. This is just like what you're pointing out about the "weapon x(#)" problem vs single armor panels. The system just can't handle having the heaviest hitting weapons be that accurate AND precise.
In the TT system a 'Mech with even just a single Heavy Gauss being able to put that 25 points of damage into any part of a target desired, even if the target was mobile is combat system breaking... because the TT armor values allow a absolute hard limited max of 62 points on the CT (that's if you have ZERO rear armor and put it all to the front) - just three shots from the HG would strip all of that armor and get into the internal structure on the third shot. Even going to full frontal hardened armor doesn't really fix the problem, as it would only take five HG shots to remove all of that armor... and in BT terms, the 124 pts of armor is an utterly obscene amount of armor. In fact, with full hardened armor on the front CT and full reinforced internal structure, it would still only take eight HG shots to totally destroy the 'Mech. Yes, normal Gauss rifles "only" do 15 points of damage, but they do it at long range; and you can mount more than two (no 'Mech can mount more than 2 HGr's) on a 'Mech. And just to top it off, using the very desirable expanded critical hit and critical damage rules from TO (pg 75), (these make the critical hit system much more intuitive and "correct"), these huge-damage in a single salvo/round shots would have a far greater chance at destroying internal equipment and structure, even VS pristine armor (Gauss slugs have a habit of just outright penetrating armor panels at times).
This isn't even beginning to take in what it would be like to be attacked by a coordinated team using SPCF with heavy hitting weapons all aimed at your CT.
What's worse, is the most heavily armored assaults don't have nearly that much armor on their CTs - the Behemoth(stone rhino) has 46 up front , the Atlas only has 46 up front, ditto the Berserker - and these are the 'Mechs known for being seriously heavily armored - and it would take all of 2 HG shots to completely destroy their CT front armor and get into their internal structure - 4 for normal Gauss, but that's at long range.
It's an interesting idea, but it just won't work. Never mind the fact that it would break the TT gaming system (converted for VG format or native)... the gameplay results alone would be disastrous. We'd be back to MW4 - the all long range, only long range on most of the maps, and on the close range maps, it would be an AC20 fest... and overall, only heavy hitting single weapons in chain fire if you want to kill with any consistency would be the rule for gameplay - you simply could not get close enough most of the time vs an equally skilled player if you didn't use SPCF.
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Just so you know,HRR Insanity, I've not made this post to bash you... it's just that your post was a very good sounding board, to help to draw some ideas out into the light.
Edited by Pht, 10 January 2013 - 05:22 PM.