Koniving, on 25 June 2013 - 05:01 PM, said:
Have you seen every game's depiction of the mechs? Even more so, have you seen MWO's very own depiction of the cockpits bouncing around?
Just nitpicking here, please consider this a "fun" post, not something to hold on to. I will try to be as simplistic as possible without betraying my scientific background.
Actually humans and pretty much every animal that moves has a gyro and a built-in system to hold certain body parts steady. There is no gyro per se, rather an assortment of sensors and organs that more than make up for the functionality of a gyro.
In terms of resources allocated to this system, they are varied in quality and quantity among the species, but they are quite significant. Namely, in all vertebrates, you have the cerebellum, the inner-ear system, joint, tendon and muscles sensors and a very complex reflex system that evaluates body stance and spacial positioning constantly as well as maintaining it through the musculoskeletal system..
Lorewise, that's why the neuro helmet taps in the brain's ability to process the mechs stance. It is far more advanced than anything we could realistically build.
All that boils down to this. Shaking violently, would hardly impair your visual concentration and/or focus. The above system is designed to keep the eyes and brain as steady as possible. You can see the difference by jogging over a distance while taking a video with your phone at eye level - turn off any technology that would remove motion shake in the phone. The video you have taken will be pretty much un-viewable and Blair-Witch-Project-level annoying. The reason you don't get that feeling when walking around looking through your eyes is that your built-in gyro keeps your eyes (by moving them or adjusting your head positioning) as steady as possible in relation to what your are watching through a complex system of reflexes in your cervical and ocular muscles, as well as filtering everything through a pretty advanced motion shake filter in your occipital lobe (the lobe responsible for interpreting visual stimuli).
The above process is even more evident if you have access to a chicken. Grab it by holding its wings against its chest (come on, I know you all know how to grab a chicken) and shake it violently. Alternatively you can do this with your cat, but it won't as evident due to the shorter neck. You will see that its head effortlessly remains relatively level and motionless no matter how hard you shake the body.
Based on all this, the visual representation of the JJ shake is pretty accurate. In order to have the terrain shake violently, the mech would need not only shake but actually spin on at least two axis (axii ?). Otherwise the pilot's eyes would keep their focus (again dues to occular and cervical muscles) and cerebral filtering and interpretation would augment that as well. On top of that, the reticule shake is also quite realistic, since it lies on a point in an imaginary line that goes eye-hud reticule-object. The direction of the line shifts constantly while JJ shaking. The object it targets is stationary, but the pilots eye and the HUD shake - in a non-linear way as well. This means that the HUD has to update the position of the reticule constantly in various directions, thus making it shake.
TL:DR. It is a slow day at the office. I hope you had as much fun reading this as I had writing it.
All that being said, excellent ideas about balancing heat Koniving. Watching your videos makes me feel sorry of missing the founder's promotion and closed beta. I would like to see your suggestions given some serious thought by PGI. I think that with additional small tweaks to convergence - like partial or total implementation of Homeless Bill's system - they would give us a very robust and interesting gameplay.