AndyHill, on 14 June 2013 - 02:45 AM, said:
With the current MWO design it's quite easy to create minmax builds and that's a problem. Some speak about limitations not being fair and trying to force people to play a certain way is evil, but I think that's somewhat pointless. First of all, games always limit what people can do and that's a good thing. Who wouldn't sometimes want to choose which piece comes next in Tetris for example? If that was possible, however, the game would lose its appeal instantly. Also MWO already forces people to play a certain way, since instant pinpoint alphas are by far the most effective way to play. Freedom of choice in this case is simply hoping that not everybody realizes that and some become fat juicy targets for us who do.
From the stuff suggested in this thread, in my opinion
- Adding sizes (I would say three levels) to current hardpoints would create variety and make for more interesting 'mech building. The 'mechs in MWO generally carry more hardpoints they can effectively use, so changing to many smaller guns or choosing different specialization (for example taking more and bigger missiles or more and bigger energy weapons on a Stalker) is still possible, but for given setups you will need a suitable chassis.
However, Hardpoints do not completely solve boating, because there are legitimate boat designs. In fact, their ability to boat would make them very powerful if hardpoint rules are implemented.
- Heat penalties would bring new depth and interesting decisions to the gameplay. it could even encourage non-boating and make chain firing more profitable if heat cap was lower and dissipation faster. Still, the power of instant pinpoint alpha is so huge, that people might simply find the sweet spot of weapon combinations that would still allow them to do it - although this would probably be lower damage / range than currently.
However, heat based solutions do not completely solve boating, since low heat weapons can be boated. In fact, implementing harsh heat penalties will make low heat boats the most powerful units on the field.
- Convergence effects are an interesting idea. They would quite probably make instant pinpoint alphas less effective, but the gameplay itself might still be a lot of the same kind of alpha-hide style we see now. Also depending on the chosen method, this might result in superior 'mechs that would dominate - like for example an Atlas RS if it could still converge the arm PPCs / lasers and the torso gauss in one spot.
- Tonnage / drop limits is a good addition for meta at least in certain situations. But I think a robust system needs to be able to handle any kind of tonnages handily, so I think this is a bit separate issue. Besides, mediums are perhaps able to boat less weapons, but they also take less damage before falling, so that issue might go unchanged if there are no other measures taken.
It would be interesting to see all of the above implemented (I would be careful with the implementation of convergence, though) but for reasons different than preventing boating.
In fact, boating is fine. As you already probably know, my solution is simply removing group fire entirely. There have been some good discussions in this thread with well thought-out points so I would like to ask one question to help in my own ponderings:
Why should we have group fire in the first place?
I thought about different ways to prevent pinpoint damage in group firing from recoil, dispersion etc. until I realized that group fire itself might not be that important at all. Should we have it because there are desperate last-ditch efforts in BT lore? Well, lore is supposed to be based on the TT game and alphas aren't a part of it IIRC (at least without clan targeting computers etc. and even then only partially). How about as an exciting last-ditch measure in the simulation game? Well, last ditch measures tend to be in situations when your 'mech is pretty beat up, so would it really make a huge difference if your zombie 'mech fired the two CT medium laser in one boom instead of a boom-boom? To me, group fire as a "last pitch measure" doesn't really mean that an alpha from a pepsi Stalker is the last ditch for the Hunchback that catches it all in one spot.
It would be interesting to hear your thoughts on why alphas are necessary in MW games, it's a pretty radical idea to remove them entirely so I'd like to know if there's something obvious I'm completely missing here.
Well, alpha strikes are canon. They are often last ditch efforts. But they are not pinpoint accurate in canon, either.
A TT "alpha strike" means you fire all your weapons in a 10 second time span (a game turn). It doesn't have to mean that they are all fired together at the same point. It definitely didn't mean they all hit the same spot.
Why group fire can be useful in a real time game:
Humans actually need time to aim. In the table top, t here were no penalties for firing multiple weapons seperatel yin the same round. So the 8ths medium laser shot was just as hard or easy as the first, in any given turn.
In the real world, trying to get 8 medium lasers off within 4 seconds can be a bit stressful. It might be easier to group them. Or equip a larger weapon that deals the same damage as multiple smaller ones.
That said, there is another TT aspect that is important to balance. Damage per shot mattered a lot more in a game without convergence. 20 damage ot one hit location where more likely to do bad things to the enemy than 4 x 5 damage to 4 randomly determined hit locations. (Especially if you also consider criticals - even if you never hit the same location again with any of your weapons - you might have scored a crit and taken out something on that mech.)
But with mouse aiming, hit locations aren't random. It might be a bit harder to hit the same location with 4 shots than it with 1 shot, but your chances are much higher than in the TT.
So maybe it woudl be fair if we force "many-weapon" builds to fire a lot of small attacks, and allow "few-but-big-weapon" builds to fire a small number of attacks only?