Deathlike, on 31 March 2013 - 01:16 PM, said:
For the "hack" component, it would probably make it easier to calculate the trajectory for a perfect shot to land (it would actually get worse with the state rewind component for projectiles). It shouldn't be that complicated in theory.
Though I don't know very well the ways hacker use to gather information from games, I'd rather guess they're reading the info from RAM, not parsing any visual information. As all mechs' positions already have to be passed to the MWO client in order to draw them, you can get the speed info very easily as I said. Or you use the direction and distance which are already displayed in the HUD. If you can get the position of a mech, you can also get the speed of that mech, speed = (current position - last position) / time passed.
You won't even get much of a prediction where the mech will be next, as the server is constantly relaying the other pilot's input which also leads to the warping effect (there's already a prediction involved in the movement code AFAIK).
In addition to that, the displayed speed info could easily be calculated by the client. This would add
no new information at all for any hacker.
Deathlike, on 31 March 2013 - 01:16 PM, said:
For the experience point... it isn't that hard to tell how fast a mech is going based on loadout (stock makes it dreadfully obvious), but moreso on how it handles at the top speeds.
Yes, it would take out some need for experience -- or to put it another way, it would simplify the task. But IMHO it's not easy to tell with customized loadout, even if you've piloted the mech before. For lights, you'll see only very few that don't use max speed; but mediums, heavies and assaults can trade speed vs firepower and you don't know whether they have speed tweak or not (or XL or not, sometimes hard to tell).
Deathlike, on 31 March 2013 - 01:16 PM, said:
Simply put... you know fast when you see it.
Right, but you get all of the other info even if you're not in LOS (via info sharing if a team mate target the mech).
Deathlike, on 31 March 2013 - 01:16 PM, said:
Also, changing the "metrics" (or the value/measurement) which I believe you are advocating of the current speed is... meh. It's been rather common to use kph in every MW that I've played, so I don't think changing it would do much.
Yes, I know it's rather common, as it's very common in RL vehicles. But those don't engage in brawls and (cars, mostly) are used to cover large distances (not just 2 km).
Btw I don't want to change the measurement or metrics, just the
unit - like mph vs kph. I agree kph is the more
known unit for speed, but is it the more useful? I mean, is it useful you can compare the speed of a mech to the speed of your car?
By introducing a toggle, you'd be able to get the comparison between MWO and the previous MW titles (default = kph).
DeadlyNerd, on 31 March 2013 - 01:47 PM, said:
I don't like m/s as it's not mainstream but I can see how it would be useful to determine how fast someone would get to a spot on the map.
In engineering and physics, m/s is very common as it's a SI unit (a widespread unit system with very simple relations between different units like 1 N = 1 kg*m/s^2). But this is not a very good argument considering the BattleTech physics
Edited by Phaesphoros, 31 March 2013 - 02:19 PM.