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Weapon Convergence, Aiming, Player Skill, And Rng


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#201 Dude42

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Posted 03 June 2013 - 03:14 PM

View PostPht, on 03 June 2013 - 03:03 PM, said:


Why?

Details?

Something beyond prejudice against any systems older than two years of age?

I wouldn't be against a WoT like approach, where the internal components are all accounted for, armor density and thickness are modeled, and the angle of attack of the shots accounted for. I'd love to see bullets bounce off the armor at steep angles, maybe even beams reflected off and such things.

It would require reworking a huge part of the game. But it would be cool.

#202 Pht

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Posted 03 June 2013 - 03:22 PM

View PostDude42, on 03 June 2013 - 03:14 PM, said:

I wouldn't be against a WoT like approach, where the internal components are all accounted for, armor density and thickness are modeled, and the angle of attack of the shots accounted for. I'd love to see bullets bounce off the armor at steep angles, maybe even beams reflected off and such things.

It would require reworking a huge part of the game. But it would be cool.


Internal components AND structure are mapped, armor is accounted for ablatively and vs heavy penetration damage, glancing shots, and more. All that needs be done is to use the stuff from tactical ops that fits the format... and we pretty much have this on a platter, math-wise: http://mwomercs.com/...different-idea/ ... and we already know that this would make the 'Mechs behave in combat like they do in the novels: http://bg.battletech...ic,26178.0.html ... and we know for a fact that the 'Mechs can (and DO) individually aim and track with each weapon: http://bg.battletech...ic,29328.0.html

#203 Karl Streiger

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Posted 04 June 2013 - 02:21 AM

View PostPht, on 03 June 2013 - 02:59 PM, said:

Someone might think you would have to port over the pilot's gunnery skill roll from the TT ... no, that's not necessary to do.

We can do everything a MechWarrior does with his cockpit aiming controls (joystick controlling a reticule on the hud) with ... um .... our joysticks (or mice) controlling a reticule on a hud.

The percentages don't represent mechwarrior skill - they represent the ability of the 'Mech to use its weapons (and the basic "bench mounted" accuracy of each individual weapon).


As you may know i working a while on "understanding" and portating 2d6 TT values in something that is simpler to understand.
But there is a fundamental problem withing 2d6.
Without any electronic warfare equipment it is nearly impossible to hit a fast moving target (beyond) 100kph at long range. (to hit modi are 4(target)+4(range)+0(movement)+(gunnery)
A bad pilot have to stand still to have a minmal chance...while a good pilot can still run at optimum speed...

And I'm pretty sure non have a problem to hit a 150kph Mech with a Large Laser at any range - and I hardly have any idea how to port that

Edited by Karl Streiger, 04 June 2013 - 02:21 AM.


#204 Pht

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Posted 07 June 2013 - 02:57 PM

View PostKarl Streiger, on 04 June 2013 - 02:21 AM, said:

As you may know i working a while on "understanding" and portating 2d6 TT values in something that is simpler to understand.]
But there is a fundamental problem withing 2d6.
Without any electronic warfare equipment it is nearly impossible to hit a fast moving target (beyond) 100kph at long range. (to hit modi are 4(target)+4(range)+0(movement)+(gunnery)
A bad pilot have to stand still to have a minmal chance...while a good pilot can still run at optimum speed...


A "good" pilot in TT terms adds +3.

So it's +3, +4, +3 ... that's a 10, or a 1 in 6 chance... "normal" gunnery is +4, that'd make for a total of 11, or 1 in 12 chances - both pretty crummy; and not even counting things like a target being in partial wooded cover, etc.

But we don't even need to simulate the pilot's gunnery skill rolls. All that the GSR represents is the pilot's skill at putting the reticule on the hud in the spot he wants, keeping it there, and pulling the trigger without upsetting the reticule placement... all things we can do with our pcs and peripherals.

Quote

And I'm pretty sure non have a problem to hit a 150kph Mech with a Large Laser at any range - and I hardly have any idea how to port that


"Any range" in the BT setting officially goes out to 35 miles with LOS shooting (and beyond long range with extreme range)... beyond that - even if a pilot is great at putting the reticule exactly where he wants it versus any target, what's not been simulated is the 'mech's ability to get the weapons to actually hit what it's pilot is indicating with their reticule.





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