BRRM, on 06 August 2013 - 10:44 AM, said:
OK ive given this topic much thought. but really there is no need to add in a 3rd person. why not make a 3d cockpit item that you can toggle on and off. it will give the new starter an idea how the mechs move. which direction its facing and they can see the mech from a 3rd person view without any enhancements to the gameplay. really you already have figures and cockpit goodies of mechs. plus like many people have stated that there needs to be an ai introduction to this game if you want the "casual COD gamer" to be able to grasp it. Many games have done so. the training grounds dont do anything for you really. oh walk around and hit none moving targets. i use it to test out loadouts with heat and damage potential. to a newbie to the game its near worthless.
oh and also try and make trail mechs a little better. some of them i feel sorry for the new starters using. i reckon someone on the cadet allowance should get some more variety to the mechs they can get for trial. then once the bonus has ended take it back to standard trial mechs. let them be able to try every mech possible so they can find one that suits them. again only for cadet bonus people. that should help them find something they like instead of 1 of each weight class.
Food for thought.
BRRM
oh and also try and make trail mechs a little better. some of them i feel sorry for the new starters using. i reckon someone on the cadet allowance should get some more variety to the mechs they can get for trial. then once the bonus has ended take it back to standard trial mechs. let them be able to try every mech possible so they can find one that suits them. again only for cadet bonus people. that should help them find something they like instead of 1 of each weight class.
Food for thought.
BRRM
CoD is played from the first person, not third person.
The major differentiator between the way MWO and CoD style games is how they handle side-stepping. In MWO, you have to turn your legs and throttle forward/back. This also requires the player to know which way their legs are facing in relation to their upper torso (and I'm really trying very hard to refrain from making off-color remarks about people who are unable to do this inherently).
In CoD and other FPS games where the player is playing from the perspective of a ground trooper instead of a vehicle, you side step by simply pointing your joystick/controller to the side (W or S if you're using a keyboard). The turning and motion are both handled in the same action. There is no throttle, the player is only stopped, moving, and possibly sprinting. When the movement controller is in a neutral state, the legs automatically align to whichever direction the upper torso is facing.
This type of control scheme would make it easier for the CoD mindset people to figure out how to drive their tank with legs, but would also make it feel less of a "mech-sim" and more like a "FPS with a mech skin". Not sure if that's what anybody really wants, but if you want to appeal to the lowest common denominator, that's probably how to do it the best.