Jump to content

Gyro Drift: The Jump Jet Shake Alternative


6 replies to this topic

Poll: Gyro Drift (12 member(s) have cast votes)

I want PGI to implement this solution

  1. Yes (7 votes [58.33%])

    Percentage of vote: 58.33%

  2. I preferred someone else's proposed solution (0 votes [0.00%])

    Percentage of vote: 0.00%

  3. I prefer current Jump Jet mechanics as they are (5 votes [41.67%])

    Percentage of vote: 41.67%

Vote Guests cannot vote

#1 Trevelyas

    Member

  • PipPip
  • Ace Of Spades
  • 27 posts

Posted 14 June 2013 - 04:44 AM

Here I'll give a review of the current situation as I understand it, its consequences as I see them, and my proposed solution and justification. I've put a lot of thought into this so I deeply appreciate your time in reading it.


I understand PGI's intent with jump jet (JJ) shake was to mitigate poptarts. To that end they introduced two mechanics when JJs are active:
1. The reticle shakes, indicating weapons will aim randomly within a cone, that has an estimable center, if fired.
2. The whole screen shakes, due to randomized rotational offsets of the camera.

Include the following observation: weapons re-converge to steady-state a fraction of a second after JJs are deactivated.

Here are the consequences of PGI's current solution:
1. While jump jets are on, the offensive skill cap is lowered because no one can control randomness (direct anti-offense, and by extension anti-poptart, mechanic).
2. Skilled poptarters follow the central cone of randomness, then fire precisely (and the more skilled, the more accurately) after JJ deactivation. I think it's a decent skill reward.
3. Heavy rotational screen shake, especially in the absence of temporal antialiasing (aka motion blur), results in player fatigue and eyestrain, and is one of the big no-no's of game design and cinematography.

A note here about #3:
There are two kinds of camera shake: translational and rotational. Translational shaking is not highly disorienting because, as the camera is the player's eyes, it remains looking in the direction their eyes expect. The result is a feeling that the world around them is quaking/vibrating. Rotational shake, on the other hand, disrupts the brain's perception of orientation, and without physical feedback corroborating this perception the result is fatigue (and in many people, nausea). Finally, the lack of motion blur can make both kinds of shake straining to the eyes because screen frames become rapid, still snapshots of fast, unsteady, untrackable motion with no visual "flow" between frames (a big problem in computer graphics).

This is why so many people are complaining about fatigue and eyestrain.


My goals are to:
1. Eliminate the disruptive screen shake.
2. Remove the forced skill cap. Players should be rewarded for their efforts based on practice and skill.
3. Make solution physically plausible and fun.


Therefore I propose replacing both of PGI's current mechanics with what I call "gyro drift":

GYRO DRIFT :
When the JJs are on, the JJs cause the mech to angularly accelerate in a horizontal (or possibly random) but consistent direction, up to a reasonably capped angular velocity, but your trajectory would remain the same as it is now. When the JJs are off, it retains that angular velocity until its feet land on the ground.

This has the following results:
1. No camera shake = no more fatigue! Now players can once again enjoy using the jump jets for hopping around, firing from behind friends, etc.
2. Removes forced skill cap: A skilled poptarter should, with much practice, compensate for this drift and still land shots. And for REALLY good players, even do it while the JJs are on. This opens up the door for continual player improvement and challenge. This also balances lasers because they provide more direct feedback as to the current drift, so lights benefit a lot, too.
3. Angular drifting will give the player a feeling that they're really flying.

Obviously this drift should be balanced on a per-chassis basis (and maybe even a mech quirk). I think light mechs should have faster angular acceleration and a much lower maximum drift velocity, so they can still use their lasers properly. Large mechs should have slower angular acceleration with a much higher maximum drift velocity, to raise the difficulty bar for poptarting.
Note that gameplay was my primary factor. The bonus is that we can justify outside of game balance, too: We can just say that light mechs are affected by JJ force variances more but their hydraulics connecting the gyro's frame to the mech can compensate for drift faster due to the lower mass. Large mechs are affected by JJ force variances less, but their gyro hydraulics are slower (relative to their mass), so they can't compensate as quickly.


And for camera shake: PGI, if you really want it, I think a small translational shake could be put to great effect. The resulting perception that the mech is vibrating slightly would give the player a great sense of immersion and the feeling that their JJs are powerful (which they are).


I apologize for how long this ended up being, but I feel very passionately about this JJ matter and I hope it was worth the read. Please let me (and PGI!) know what you think. Thanks!

Edit: Clarified that trajectory would remain the way it is now.

Edited by Trevelyas, 14 June 2013 - 10:30 AM.


#2 ExtremeA79

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 351 posts
  • LocationTexas

Posted 14 June 2013 - 05:46 AM

Genius...

#3 Metafox

    Member

  • PipPipPipPipPipPip
  • Civil Servant
  • Civil Servant
  • 360 posts

Posted 14 June 2013 - 08:32 AM

From what I can tell, causing a mech to drift while jumping would nerf the one thing that JJs are supposed to do: Transverse terrain. Poptarting was never meant to be a part of the game mechanic and poptarts were most likely eliminated on purpose. Poptarts were ruining the game and I really don't see how adding a few poptarts back into the game will make things better.

#4 ExtremeA79

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 351 posts
  • LocationTexas

Posted 14 June 2013 - 09:11 AM

View PostMetafox, on 14 June 2013 - 08:32 AM, said:

From what I can tell, causing a mech to drift while jumping would nerf the one thing that JJs are supposed to do: Transverse terrain. Poptarting was never meant to be a part of the game mechanic and poptarts were most likely eliminated on purpose. Poptarts were ruining the game and I really don't see how adding a few poptarts back into the game will make things better.

Then make jumpjets more powerful, actually propelling mechs in the air to the heights in canon. Make them faster and powerful and quick. Not a slow ascension.

#5 Omigir

    Can I have a hug? :(

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,800 posts
  • LocationVa

Posted 14 June 2013 - 09:30 AM

I dont see anything wrong with JJ's. Jump sniping now takes skill as is. If you can find that sweet spot between when the JJ's stop and you fall back down, and can hit a shot. you have skill. Otherwise, Metafox is right, you are just bringing back the old jump sniping now with nerfed JJ's.

#6 Trevelyas

    Member

  • PipPip
  • Ace Of Spades
  • 27 posts

Posted 14 June 2013 - 10:33 AM

View PostMetafox, on 14 June 2013 - 08:32 AM, said:

From what I can tell, causing a mech to drift while jumping would nerf the one thing that JJs are supposed to do: Transverse terrain. Poptarting was never meant to be a part of the game mechanic and poptarts were most likely eliminated on purpose. Poptarts were ruining the game and I really don't see how adding a few poptarts back into the game will make things better.


Really sorry I wasn't clear about that! Your trajectory would be unchanged. Your mech would follow the same flightpath it does now. The only difference is that it will start rotating, much like when holding A or D while jump jetting now.

I edited my post to clarify this point, because I agree with you completely: making the mech drift off-course would be a huge pointless nerf!

Edited by Trevelyas, 14 June 2013 - 10:34 AM.


#7 Nacon

    Member

  • PipPipPipPipPipPipPip
  • Knight Errant
  • 661 posts
  • LocationMars

Posted 17 June 2013 - 01:11 AM

View PostMetafox, on 14 June 2013 - 08:32 AM, said:

From what I can tell, causing a mech to drift while jumping would nerf the one thing that JJs are supposed to do: Transverse terrain. Poptarting was never meant to be a part of the game mechanic and poptarts were most likely eliminated on purpose. Poptarts were ruining the game and I really don't see how adding a few poptarts back into the game will make things better.


That's why you can't just based the game on a Table Top. In TT, players can't be cunning enough to think outside of the box. On MechWarrior... we can. Claiming that "poptarting" was never intended for the game doesn't mean TT had rules against it. Just simply never provided.

That's just like saying we shouldn't able to fire LRM20 through a missile port that only has two silo holes, built for a single Streak-SRM2 unit only.

It's a moot point, but nonetheless, you can't prevent people from thinking outside of the box. Even those bi-planes in World War One were never intended to have machine guns built in to shoot down another bi-planes with bomb attached on the bottom.... which that also never intended for either.

"Adapt or Die."

Edited by Nacon, 17 June 2013 - 01:13 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users