jay35, on 26 May 2013 - 04:06 PM, said:
Ah yes, "real life". A favorite strawman used by those who want to force obtuse, turn-based TT strictures onto MWO.
I'd say at this point that I'm probably one of the most "purist" "TT defines how the 'Mechs perform in combat" guys on this whole forum...
... and you'll not only see that I don't appeal to reality,
I argue that it's wrong to do so.
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As if the existing mechanics aren't capable enough, they want to add in all sorts of punitive measures to make the game less about raw skill and more about who best managed to balance a raft of competing warnings and failures like some sort of submarine hull leak simulator.
No, I don't want to add "punitive measures" to make the game "less about raw skill" (whatever you mean by "raw skill," a totally ambiguous phrase). WHO has been posting anything even like what you're flinging about here?
Myself, I'm actually very much against the COF implementation because I think that not only will it not do the 'Mech's combat performance justice, it would remove mousing skills and knowledge of the mech as being the primary parts of "gunnery skill" in a battlemech.
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Yes, in a real-time, first-person gameplay environment where consistency and efficiency is important to ensure skill determines the outcome not random events or unnecessary restrictions, they advocate putting in place additional hoops to jump through in order to play (or continue playing) the actual game.
I've not advocated that inconsistent results should be in the game. I haven't seen anyone advocate this,
and I've been on this topic fairly hotly since I first joined these forums when they first went online and while I was in the closed beta. Hell, I have a post on this topic of how to make MWO mechs actually behave like BTU mechs do... and it's been on the forums since
november of 2011.