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Calm Down, Mechwarror Is Not A Simulator (Thankfully)


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#21 Inconspicuous

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Posted 23 March 2013 - 07:53 PM

View PostCpt Beefheart, on 23 March 2013 - 07:46 PM, said:

This is not the last game in the series, and it's breathing new life into it. In the future, maybe, we might see someone like EA pick up the MW franchise and construct an actual simulator complete with a single player mode, training, sandbox ect that will offer MW fans a true experience of what it would be like to pilot one of these fictional machines. But until then, I'm grateful for the game that PGI are working on, and enjoy melting mechs piloted by humans to piles of virtual slag. The human pilot aspect is challenging enough, so I'm thankful that this *isn't* a simulator that would get quickly thrown into the "too hard basket" before it has any chance to revive Battletech.


I hope to god that Mechwarrior does not ever get picked up by EA!

#22 Chris Morris

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Posted 23 March 2013 - 07:58 PM

All I know is that I want the mechs to perform realistically as possible. Call it whatever label ya want :rolleyes:.

#23 Gaan Cathal

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Posted 23 March 2013 - 08:00 PM

View PostBluten, on 22 March 2013 - 11:38 PM, said:

FPS games have no strategy.


That is inaccurate, an FPS is a First Person Shooter. That is, a game in the first person, where the primary mode of operation is the use of ranged weaponry against mobile opposition. Red Orchestra 2 is an FPS, and strategy is definitely important in that.

As for simulation, the Mechwarrior series has never been an actual simulator (unless MW1 was, I started with MW2). Randomly expecting MWO to be one is foolish.

Edited by Gaan Cathal, 23 March 2013 - 08:02 PM.


#24 80sGlamRockSensation David Bowie

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Posted 23 March 2013 - 08:09 PM

View PostEttibber, on 22 March 2013 - 11:22 PM, said:

obnoxious? try broken, it's one of the reasons poptarting was so popular in MW4



Quote of the ******* year, I just might have to make this my sig.

It is a bad idea simply because it repeats the past mistakes of previous games THAT WILL SPLIT THE COMMUNITY BECAUSE THATS WHAT IT DID IN THE OTHER GAMES. You will have those that only play 3rd person (in mw4's case, No heat unlimited ammo, aka, 3rd person NHUA and those who ONLY play force first person, heat limited ammo HLA )


For those in support of third person, you're a fool, Yes, that applies to everyone who believes this including PGI. You cannot make 3rd person function in game against other players without it being an advantage. Period.

If Bryan truly thinks this will bring in more players, then he might as well remove heat and ammo, and just add third person. Those who played past mechwarrior games very briefy, this is what they played, NHUA 3rd person. The game will die just like it did in the past to cater to these type of players. Fact.

#25 Inconspicuous

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Posted 23 March 2013 - 08:10 PM

From: http://mwomercs.com/game

Quote

MECHWARRIOR ONLINE
A tactical BattleMech simulation set in 3049 AD. As a pilot known as a "MechWarrior", you are about to take control of the most powerful mechanical battle units the universe has ever seen.


Perhaps the devs should not call it a simulation or people may think it is a simulator... :rolleyes:

#26 Durant Carlyle

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Posted 23 March 2013 - 09:10 PM

View PostCpt Beefheart, on 22 March 2013 - 11:12 PM, said:

In the Battletech books and the TV series it's stated over and over again that LRMs and sSRMs are heat guided. Heat seeking missles require line of sight to function (infared doesn't necessarily travel through walls ect) and most also do-not have a "lock on" feature that specifies what target they home onto. Rather, they fly toward the closest hot object within their line of sight. Ones that do lock on are not as popular or functional as laser or radar guided missles for air combat, or as quick and easy as "fire and forget" missles for ground combat. Guided missiles in MWO act more like radar guided missiles in that they recuire a radar lock to function. Radar lock requires the pilot to specify which target the missile is to fly toward via a control panel.

I didn't watch the TV series, but if that's what they said, they were wrong. BattleTech missiles are not heat-seeking, or perhaps I should say not only heat-seeking. They definitely do lock on using sensors other than heat. Heat is probably the easiest way to see BattleMechs on the battlefield though, as they tend to run hot.

The MechWarrior sees the world through the neurohelmet, where the 360º view is compressed into about 160º degrees. This view is a distillation of all of the 'Mech sensors (visual, seismic, heat, mag, etc). The MechWarrior designates a target using the weapon control joystick, the weapons computer locks on, and then the MechWarrior fires single weapons or groups of weapons at will by pressing/pulling various trigger buttons. The weapons computer feeds the most updated information for the target into the missiles just before firing. The missiles might use heat for terminal guidance, but they most definitely know which target they should be flying at beforehand.

Example:
Two Archers are trading medium laser shots at 150 meters range. An ally of one of the Archers fires LRMs into the fray. There would be absolutely no danger of the friendly Archer coming under fire from the LRMs unless the Archers moved into literal brawling range. And that damage would be incidental -- the LRMs wouldn't specifically target the friendly Archer.

#27 Caleb Lee

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Posted 23 March 2013 - 09:35 PM

I would call this a 'simulation' in the loosest sense. If they dumb it down anymore, I.E. 3rd person view, I will stop playing this game and demand a refund.

They lied to us, and are now trying to justify the 'demographics' when I for one have never even received a survey of any sort on the issue.

I'm a freaking FOUNDER for crying out loud, you'd think they'd care about the opinion of someone who ponied up $125 or whatever it was at the start and placed my faith in them.

Edited by Caleb Lee, 23 March 2013 - 11:44 PM.


#28 Mechwarrior Buddah

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Posted 23 March 2013 - 09:39 PM

so thr OP is saying PGI utterly failed in their attempt, as they were looking to make a simulation lol

View PostCaleb Lee, on 23 March 2013 - 09:35 PM, said:

I would call this a 'simulation' in the loosest sense. If they dumb it down anymore, I.E. 3rd person view, I will stop playing this game and demand a refund.


You will lose, theyre using the ToS where theres a specific mention of no refunds.
They were giving them out before the game went OB but then they stopped.

#29 Ralgas

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Posted 23 March 2013 - 09:40 PM

View PostInconspicuous, on 23 March 2013 - 07:53 PM, said:


I hope to god that Mechwarrior does not ever get picked up by EA!


He does have a point though when even Microsoft sold it off instead of milking it.

Edited by Ralgas, 23 March 2013 - 09:41 PM.


#30 Bishop Steiner

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Posted 23 March 2013 - 09:44 PM

I would really love to see which books call lrms and srms heatseaking. I can claim the books say anything I want, I suppose.

#31 Demoned

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Posted 23 March 2013 - 09:44 PM

View PostTedarin, on 22 March 2013 - 11:45 PM, said:


[speculation]
And they're probably going to go full 3rd person later on and remove 1st person, now they no longer need to put resources in cockpit graphics/animations
[/speculation]


naa they make to much money from bobble heads and such.

#32 Little Nemo

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Posted 23 March 2013 - 09:49 PM

:rolleyes:

Posted Image

Edited by Skinny Pete, 23 March 2013 - 09:49 PM.


#33 Mechwarrior Buddah

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Posted 23 March 2013 - 09:52 PM

View PostBishop Steiner, on 23 March 2013 - 09:44 PM, said:

I would really love to see which books call lrms and srms heatseaking. I can claim the books say anything I want, I suppose.


I could swear there are heat seeking lrm/srm heads -.-
http://www.sarna.net...Seeking_Warhead
hey i found it

and the books are tactical operations and unbound

Edited by Mechwarrior Buddah, 23 March 2013 - 09:53 PM.


#34 MWHawke

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Posted 23 March 2013 - 11:04 PM

View PostCpt Beefheart, on 22 March 2013 - 11:12 PM, said:

In amongst this whole "derp derp derp, I don't want 3rd person herp derp" thing has come the disposition that the MWO is a simulator (I don't want to use 3rd person either, but I'll get to that later). Please kids, calm down, the Mechwarrior series are not simulators in the pure sense of the word, and I for one am thankful they are not.

Here's some features that simulators have, and how MWO and other games in the MW series compare.


Functional cockpits and micromanagement

So far, MWO has shown intention of displaying readouts on LCD screens in cockpits. However in simulators this is the primary feature of the game, and you spend more time looking at instruments than you do looking at your HUD, especially outside of combat. This is because, IRL, when piloting/driving a piece of machinery it is physically impossible to display every important piece of information, in its finer points, on a HUD, and it's more sensible to put detailed readouts (which you need when operating complex machines) on an instrument panel rather than cluttering the pilot's line of sight.

This also means micromanagement. In flight simulators this is air:fuel ratios, voltage, radar management, scopes, bomb/rocket timing, laser targeting and so on, which MW games do-not feature. IRL, it's feasible that a big stompy robot would still need a great deal of its human "brain" to manage such systems rather than leaving it to an AI which is likely to get damaged in combat.

If MWO was a simulator, you'll be spending more time looking away from the action, clicking on a control panel and pressing hot keys than you would be going *pew pew pew*.

Realistic weapon function and ammo storage

In the Battletech books and the TV series it's stated over and over again that LRMs and sSRMs are heat guided. Heat seeking missles require line of sight to function (infared doesn't necessarily travel through walls ect) and most also do-not have a "lock on" feature that specifies what target they home onto. Rather, they fly toward the closest hot object within their line of sight. Ones that do lock on are not as popular or functional as laser or radar guided missles for air combat, or as quick and easy as "fire and forget" missles for ground combat. Guided missiles in MWO act more like radar guided missiles in that they recuire a radar lock to function. Radar lock requires the pilot to specify which target the missile is to fly toward via a control panel. Even with an AI, there are many many things that show up on a radar, especially one scanning ground objects and it wouldn't be sensible to rely on a computer to identify friend from foe and lock on automatically. Even in the future, relying purely on an AI to make this distinction when it could be damaged in combat it's more likely there would be more pilot input to missle lock than there is in MWO. This is especcially when battlemechs still require a neurohelmet to determine balance due to limited AI, and the nurohelmet has nothing to do with targeting. I can't see A1 fans enjoying themselves constantly having to look at a radar scope to achieve a lock as they would if this were a simulation.

In terms of interface, modern missiles don't feature a fancy graphic to display a lock. They are simple so as to not distract the operator (yeah, the military industrial complex is weird like that) and it's not likely that even an advanced weapons platform from the future would see fancy graphics as much of an improvement. Boxes that interpret radar readings onto a HUD (target boxes) do not chance size IRL so they can be easily identified by the pilot. Milliseconds count in combat, and it's more sensible to have a box that is the same size every time no matter the distance to the target so the pilot doesn't have to scan for a tiny little box representing an enemy in the distance. MWO's target boxes change in size depending on the distance to the target, and it's not exactly an improvement to the modern system which has simple displays for a reason.

Furthermore, most missiles do-not cause "splash damage" and the force of impact is forward of the missile. The fireball from a missile impact is excess fuel burning and is about as harmful to the target as flame from a matchstick.

What also makes the MW series completely unrealistic is the fact you can store hunking great big shells of ammunition in the legs of your mech, and it's somehow able to navigate its way through all the moving parts of the legs, hips, engine and shoulders into a cannon located in the arms without the mech having to stop moving to avoid a jam and without having to add extra parts.

Newtonian physics, ballistics and weather

Simulation games pride themselves on their engines being based almost completely on Newton's laws and the effects of weather. For example, if you were driving a high speed tank and fire a shell with the turret at 90 degrees, the shell would travel along with the tank as well as outward from it, in a slight curve. Wind would also affect the projectile no matter how heavy it is. Ballistics weapons in MWO do not do this and travel more in a straight line if they're fired while moving than they do a curve.

Another example of MWO not being true to physics is that 90 tonnes of steel is able to travel at 100+ kmh and come to a complete stop without the weight of its torso causing it to topple over. If MWO was a true simulator maneuvering your giant robot of death would be far more difficult than it already is, and the models wouldn't look nearly as nice as designs would have to be altered to make them more stable in a real world environment.

Weather would also affect the maneuverability of your mech. For example, in the Frozen City, your giant Atlas would be swaying side to side in a blizzard, making it not only hard to walk in a straight line, but also making it harder to keep your targeting sight steady as your mech is blown about. Also, in a similar scenario to the "90 tonnes moving at 100+ kph" mentioned before, a Dragon (for example) which is capable of moving at these speeds with the right engine would find itself skating across the ice and tripping over in the snow, making it not much fun at all.

Realistic damage

So far the only "realistic damage" that occurs in MWO is that your mech loses limbs and weapons. Hits to the engine do not affect the mech's performance and hits to the head do not affect your computer, radar or any componants in that area. Both (true) flight simulators and driving simulators feature damage that affect the performance of your machine. Damage to the front and center of your jet fighter, for example, result in computer components shutting down, loss of radar, instrument malfunctions and so on. Hits to the wings cause fuel fires and loss of control surfaces. Logically, "legging" a mech would not only cause it to move slower and limp along, but will also cause it to become unstable and sway as the gyro and AI compensates for the loss of strengh in the affected leg.

So far, there has been intention to have this sort of damage, but in my mind at least, this is where the "simulation" aspect begins and ends for MWO.

If MWO was a true simulator, with real world aspects taken into account, you might be spending hours, if not days, waiting for your mech to be repaired for the next battle. How about realistic death? Eve online (although not a true simulator) features Pod death which can be disasterously frustrating for the victim. Of course, there's no clones per-se in the BT universe (except for the Clans), so the logical conclusion for an IS pilot not ejecting in time before his battlemech is reduced to a pile of bubbling iron-oxide is the account is locked and he has to start again from scratch.

Input from experts

Yes, this game has been given the blessing of Jordan Weisman and the Devs were/have been working in collaberation with him on how the rules and concepts of MWO work. However, simulation games spend a great deal of time working with real life experts on how machines function and what it's like to operate them. Logically, the people PGI should be also colaborating with to create a simulation of giant combat robots are tank crews, fighter pilots and the guys from DARPA. To my knowledge, there is not a single person assisting the development of the game who has ever operated a tank, flown a fighter jet or designed a combat robot.

Furthermore, simulators are often intended and used as training software for drivers and pilots. Even EA's F1 simulator is used by F1 drivers at home in the off season to keep their skills sharp while their car is being built/tuned. Lockon: Modern Air Combat is a famous simulator which was designed with members of the Russian military and also later used by the Russians in their own simulators.

Bottom line

Let's look at some actual simulators out there. No, I'm not talking X-Wing, Ace Combat and so on. They are pure fantasy arcade style games. What I'm talking about is the *real* simulators which feature every aspect of the "real thing" which includes the bordom of starting up the machine, navigating it to where it needs to go, firing a few shots before turning around and going home, as well as the stress/terror of micromanaging everything you're doing while trying to kill someone who is trying to kill you. Games like Lockon, Orbiter and Silent Service... three of the most drab and boring games out there.
As WWII pilots said "flying a fighter is hours of bordom mixed with seconds of horror" and simulators are exactly that - Simulators are boring and frustrating with steep learning curves and hours of tutorials before playing missions where you navigate somewhere doing nothing before being killed in a few seconds.

Thank f%$k the MWO is not a simulator. It would not be nearly as fun as it is now, and people would drop it in a matter of minutes in frustration. If anything, MWO is, in my opinion, an FPS that feels like a simulator even though it isn't one in the true sense. But it is this that makes me love the game. I like the degree of immersion that occurs when your view is limited to that of your cockpit. I like not being able to see around corners, and the ability to hide behind smoke and behind buildings knowing that while I might know where the enemy is, they can't see me, I can't see them and either of us could move at any second. It's the thinking ahead and planning, the flowing and change of tactics that, win or lose, is where the fun lies for me and I pity anyone who wants to play in 3rd person as they'll never get this experience.


~~~~~ TLDR ~~~~~

Call MWO for what it is: it's an FPS, it's an MMO, it's a build/customisation game, it's a team game and this is where the fun and challenge is. But please don't call it a simulator. Simulators are cr4p boring frustratingly difficult games.


Seriously.. you went through ALL that comparison just to say Mechwarrior is not a simulator.. All you needed to quote was we are playing with big, walking, piloted robots..

With regard to all your comparisons to the realism of Mechwarrior, you must remember how long ago it started. They had to guess at the technology to incorporate into the game.

Also, HUDs HAVE been introduced into combat, eg. Apaches.

#35 Dreamslave

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Posted 23 March 2013 - 11:08 PM

I wish there was a "downvote" feature on these forums so we could quickly remove ridiculously inaccurate threads from the front page. This game was advertised and marketed as a mech sim. End of story. Any deviation from that is the very worst of news.

#36 Mechwarrior Buddah

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Posted 23 March 2013 - 11:11 PM

View PostDreamslave, on 23 March 2013 - 11:08 PM, said:

I wish there was a "downvote" feature on these forums so we could quickly remove ridiculously inaccurate threads from the front page.


And the funny thing is you posted in it and jumped it back to the first page

#37 Merky Merc

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Posted 23 March 2013 - 11:16 PM

God if MW is supposed to be a simulation they might have to start thinking about realisms in the BT universe. I don't think the world is ready for that.

#38 Caleb Lee

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Posted 23 March 2013 - 11:37 PM

View PostBishop Steiner, on 23 March 2013 - 09:44 PM, said:

I would really love to see which books call lrms and srms heatseaking. I can claim the books say anything I want, I suppose.



I've read through to the Fall of the Clans and I've not seen one word about any heat seeking missiles?

#39 Caleb Lee

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Posted 23 March 2013 - 11:40 PM

View PostDreamslave, on 23 March 2013 - 11:08 PM, said:

I wish there was a "downvote" feature on these forums so we could quickly remove ridiculously inaccurate threads from the front page. This game was advertised and marketed as a mech sim. End of story. Any deviation from that is the very worst of news.


Agreed, problem is they keep trending to easy mode and dumbing it down further for mass consumption.

Heck, I don't envy them as the current generation is the NOW generation with little to no thought. I remember playing a mission in Star Trek Online that was on a space station and required you to use basic logic to troubleshoot/fix problems. Half the people in there were crying for someone to give them the answers... it was too hard... and so on. They couldn't even trouble themselves to Google and see that someone already made a nice YouTube or blog already.

*sigh*

#40 Dreamslave

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Posted 24 March 2013 - 12:22 AM

View PostCaleb Lee, on 23 March 2013 - 11:40 PM, said:


Agreed, problem is they keep trending to easy mode and dumbing it down further for mass consumption.

Heck, I don't envy them as the current generation is the NOW generation with little to no thought. I remember playing a mission in Star Trek Online that was on a space station and required you to use basic logic to troubleshoot/fix problems. Half the people in there were crying for someone to give them the answers... it was too hard... and so on. They couldn't even trouble themselves to Google and see that someone already made a nice YouTube or blog already.

*sigh*


Agreed entirely. I understand it's the "cool" thing to do to make fun of ones own generation, but honestly? This current gaming generation is laughably embarrassing. It sucks beyond comprehension that we have to endure the dumbing down of nearly everything.





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