gregsolidus, on 08 November 2011 - 06:47 PM, said:
What ever happened to Mchawkeye in all of this?
I went to bed, buddy. And when I came back, all hell had broken loose. In a good way; it’s been a fine, if somewhat heated debate on occasion while I’ve been counting McSheep.
Few things I would like to suggest. I don’t think anyone could be/should be called ‘TT hater’ or some such other title. I don’t think anyone here actively hates anything, and I think it’s unnecessarily negative.
No one seems to be changing their minds about anything. This probably includes myself. Which is great, I like opinionated people. So long as we all have the guts to be honest, when the game comes out to admit what works and what doesn’t, despite our protestations.
So somethings I’ve thought about while reading back though the thread.
I agree, generally speaking, that some rules from the TT are going to make it into the game reasonably unchallenged and unchanged; rules like heat generation. I also agree that these rules are a fairly good place to start from, but not to end up at. I also think that, with the wealth of background information, new rules could be formulated and that would be just fine by me. Don’t ask me what rules, because I don’t know...that’s entirely on the Devs.
I think somethings should be open to change, like weapon range and ‘mech speed. Changing certain rules would invite balance in the sim that may not be accurate numbers in the board game, but would be accurate to the spirit of the TT. LRMs only 1k range? By far not long enough to be effective as a support weapon, especially if they are trying to introduce a solid sense of Role in the Role playing aspect.
‘Mech speed should also be more accurately replicated. Someone mentioned they slowed it down in the other games. I say make it honest.
I still think that if it can be accurately simulated, it should. Lasers should be pin point accurate. They are frikkin’ lasers. They should converge at a certain point, though, if they converge at all. Thus only if you get the leg of that Atlas in your sights at exactly 250m, those guns aren’t going to impart all their damage in one place. I also think this convergence (of any weapon groups come to think of it) should be set by the player to suit his/her preferred style.
Someone mentioned the idea that the lead your targeting computer (assuming you have one) calculates shouldn’t be bang on accurate. That’s not the worst idea I’ve heard; it could get more accurate as either your tech or your pilot skill increases. Direct fire (if I understand is the accurate ballistics model) is the way forward, as far as I am concerned. Having your shots hit high left just because some number crunching told it to do so would be very, very frustrating. Just like it does in COD: Ever unloaded a fully automatic clip and point blank and miss? Not realistic and really, really annoying. Nerd rage annoying. Missing because you can’t shoot for poo, don’t understand ballistics curves, zeroed sights, relative speeds and predictive movement patterns? Well, get more practice.
I think it’s also important to note that, no matter how aspects of this game are treated, if they keep it close to the simulation I so desire or approach things from a more arcadey solution, I’ll give the game a shot. If it works, it works; I may hate the COD thing I mentioned, but I still played the game because it was a good game...
I’ve just re-read this post before hitting the button. I used the word
honest. And I think that Honesty is the magic-direct fire-bullet.
But honesty to what?