Convergence
When switching between different sight distances the weapons need time for realignment to the crosshair or circle firing point.
Place two vertical bars horizontally opposed, one to the left and one to the right, of the crosshair. As the crosshairs move to differing sight distances (take the ground in front of you and the rock 500 meters out) the two bars move out. As you steady aim on the rock the bars draw toward the center. The farther away from the aim point the bars are, the larger the firing window becomes. And vice versa. The closer to center aim point the smaller the firing window. The weapons fired will always land somewhere in the window. A little randomness but overcome with skill
Quirks - Each weapon should behave differently. PPCs and autocannons could convergence faster or slower. Lasers have different rates too. SRMs would be suffer the same. LRMs would be immune. PGI wants different brands in the game? SURE! Brand x A/C converges quickly at 400+ meters while Brand Y is tuned for quicker short range distance changes. Just examples but apply them across the board. Even pilot skill trees or targeting computers could affect these things.
Hard Points
I would like to see a careful look at hardpoint feasability using lore as a baseline.
Remodel mechs for hard point placement. Approach from the realistic side of volume and weight. NO that PPC will not fit your machine gun slot! Haha.
First question: Did ANY variant ever have X weapon in Y location?
It's a good place to start. Arms are pretty easy to handle. Volume should not be a problem asisde from the T-Rex arm models. Weight should be more a factor leading to Q2.
Second question: Does the chassis have the structure the handle the size or weight? Ac/20 in Catapult torso? Nope, chassis was never sized to accomodate that. Want any laser in the K2 arm? Sure! "No problem" says the Engineer with an ER Medium laser hanging from the crane above your mech
PGI -Make this happen!
Hit Registration
Re-map the outside skin in hexagonal hit detection hexes. For each chassis place proper internal structure elements under appropriate locations.
For example: the "right torso" would have more like 4 hex locations in the front. Behind hex 1 and 2 is the engine. Behind hex 3 is the gyro Behind 1, 2, and 3 is the PPC or laser array.
The arms done the same. Several hex locations and behind them are components commonly found in the internal structure - Arm actuator and linkages etc...Even layers of internal structure are a welcome change. So those 3 mediums are in front of the engine huh?
The point is to have unique and more realistic FPS circumstances.
-Take off armor and hit the arm actuator? That will lock the arm in last known orientation!
-Removed a hex panel covering a gyro and then hit the gyro? Reduced speed and some wonky walking simulation to make maneuvering difficult!
-Nail the foor actuator on that light mech? He still functions pretty well aside from running like he's drunk.
- Can there be nothing behind some hex panels? SURE! You chose that in the mechlab when you built the chassis!
It can get very fun and very realisitic. I hope PGI reads this.
0
The Fix
Started by Cyberassassin, Jun 28 2013 04:17 AM
4 replies to this topic
#1
Posted 28 June 2013 - 04:17 AM
#2
Posted 28 June 2013 - 06:09 AM
and none at pgi read this
#4
Posted 29 June 2013 - 02:58 PM
AnnoyingCat, on 28 June 2013 - 06:09 AM, said:
and none at pgi read this
Yes, no one at PGI reads this or would care to. You might as well take your thread, OP, write it on hemp paper with an ink quill and throw it in the fire.
Edited by PanzerMagier, 29 June 2013 - 02:59 PM.
#5
Posted 01 July 2013 - 04:05 AM
That convergence link sums it up.
How about the "Multi-Panel" armor locations? Does that seem reasonable for gameplay?
Eventually everyone would learn where an engine is located for mech and try to destroy that location. But in the multi-panel design, it would be harder to specifically hit with a high alpha.
If nothing were behind the panel, then repeatedly hitting the emply location would be useless. Instead of magically destroying an entire mech.
How about the "Multi-Panel" armor locations? Does that seem reasonable for gameplay?
Eventually everyone would learn where an engine is located for mech and try to destroy that location. But in the multi-panel design, it would be harder to specifically hit with a high alpha.
If nothing were behind the panel, then repeatedly hitting the emply location would be useless. Instead of magically destroying an entire mech.
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