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Combat Mechanic Poll


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Poll: Simulation of 'Mech weapons handling ability (56 member(s) have cast votes)

A 'Mech's ability to calculate physical weapons alignment aimpoints and a 'Mechs ability to actually physically align those weapons in order to hit what it's pilot is targeting and tracking with the reticule...

  1. Shouldn't be in the game (6 votes [10.71%])

    Percentage of vote: 10.71%

  2. Is irrelevant to the game (6 votes [10.71%])

    Percentage of vote: 10.71%

  3. should be in the game (25 votes [44.64%])

    Percentage of vote: 44.64%

  4. Practically IS the game (16 votes [28.57%])

    Percentage of vote: 28.57%

  5. Other (explain in thread) (3 votes [5.36%])

    Percentage of vote: 5.36%

Select the IDEAL position you wish was used, if you think 'mech weapons handling should be in the game

  1. all direct-fire weapon of like velocity fired at the same time hit the same exact spot; (no mech weps. handling simulation) (1 votes [1.79%])

    Percentage of vote: 1.79%

  2. Same as choice 1, except arms have their own tracking speed (how it is now) (16 votes [28.57%])

    Percentage of vote: 28.57%

  3. Any of the various "cone of fire" ideas put forth (20 votes [35.71%])

    Percentage of vote: 35.71%

  4. Convert the TT combat mechanic (minus everything that simulates mechwarrior skill) into realtime (8 votes [14.29%])

    Percentage of vote: 14.29%

  5. other (explain in the thread) (6 votes [10.71%])

    Percentage of vote: 10.71%

  6. Shouldn't be in the game (for those who need to answer both to vote) (5 votes [8.93%])

    Percentage of vote: 8.93%

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#41 RandomLurker

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Posted 07 September 2013 - 09:24 AM

View PostScorpio Rising, on 06 September 2013 - 07:41 PM, said:

I like it the way it is now. I just assume that in 3050, the targeting systems on the mech are advanced enough to auto-converge the weapons on the target selected.

Just because a weapon is mounted on the torso doesn't mean that it can't move and that it doesn't have some slight mobility within that hard point to make minor elevation and windage adjustments as the mech's targeting system sees fit.

Ya, ya, lore and all that. Whatever.


A JR7-F with 6 Clan ER Medium Lasers hits your CPLT-C1 with all 6 lasers in the Rear Center Torso, from 500m away, doing 42 damage. You die instantly.

That's why convergence is a massive gameplay issue. Battletech was not designed for this kind of thing to be possible; Mechwarrior requires it or it won't be a FPS. Something needs to be done to meet them in the middle.

#42 Strum Wealh

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Posted 07 September 2013 - 01:46 PM

View PostRandomLurker, on 07 September 2013 - 09:24 AM, said:


A JR7-F with 6 Clan ER Medium Lasers hits your CPLT-C1 with all 6 lasers in the Rear Center Torso, from 500m away, doing 42 damage. You die instantly.

That's why convergence is a massive gameplay issue. Battletech was not designed for this kind of thing to be possible; Mechwarrior requires it or it won't be a FPS. Something needs to be done to meet them in the middle.

Though, that would have happened anyway, eventually - if not with the hypothetical JNR (which splits its lasers into groups of three in two separate locations... and assuming mixed-tech is allowed in the first place), then with the Black Hawk Prime (which carries 12 CERMLs, with a cluster of six lasers in each arm) or something loaded-out similarly. :D

Personally, this is part of why I'm a proponent of introducing a "gun harmonization" (which some have taken to calling "fixed convergence") mechanic - with that, the ability to deliver "pinpoint" damage from multiple weapons (including, most notably, clusters of weapons mounted together within the same location) is narrowed to a more-limited band of ranges.
See here and here for how it could be made to work in MWO. :D

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Rather than have multiple crosshairs, all torso weapons could/would be locked in place (both horizontally and vertically) relative to the torso so that they converge on the reticle's center point at their max. effective/optimal range and dicerge when .

This is essentially how the wing-mounted guns on WWII military aircraft were set, in a process called "harmonization".
Posted Image
(In this example, the red lines show some of aircraft's guns are harmonized to a distance of ~200 meters, the green lines show some of aircraft's guns are harmonized to a distance of ~800 meters, and the blue lines show that the unharmonized guns fire straight ahead in parallel paths and do not converge at all.)

For example, twin torso-mounted PPCs (as found on the stock AWS-8Q, for instance) would converge to a single point at 540 meters, with the impact points diverging as one moves away from that point (either toward or away from the firing unit).

Likewise, twin torso-mounted Medium Lasers (such as seen on the stock AS7-D, CPLT-C1, CN9-A, and CTF-3D) would converge to a single point at 270 meters, with the impact points diverging as one moves away from that point (either toward or away from the firing unit).

In the case of non-twinned weapons (a Large Laser in one side-torso and an ER Large Laser in the other side-torso), each weapon would be set to converge at its respective effective/optimal range (540 meters for the LL and 675 meters for the ERLL).

By contrast, arm-mounted weapons would still be able to (non-instantaneously) adjust themselves vertically (assuming an undamaged Upper Arm Actuator is present in the arm(s) in question) and horizontally (assuming an undamaged Lower Arm Actuator is present in the arm(s) in question).

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For it to have any real meaning, it would have to be something that is set in the 'Mech Lab or something that is pre-set & immutable - it should not be able to be changed at all during a match.

IMO, it would also use the max. effective range as an upper bound, and any weapons that have minimum ranges would use that as a lower bound (and any that don't have one set to some reasonable(?) non-zero distance - say, 20 meters (just over the upper bound of MWO 'Mech height) as an example) - that is:
  • a torso-mounted set Medium Lasers (a common feature on several 'Mechs) could have their harmonization point set to between 20 and 270 meters
  • a torso-mounted set of (non-ER) PPCs (e.g. AWS-8Q) could have their harmonization point set to between 90 and 540 meters
  • a torso-mounted set of ER-PPCs (e.g. AWS-9M) could have their harmonization point set to between 20 and 810 meters
  • a single torso-mounted AC/20 (e.g. AS7-D, HBK-4G) could have its "harmonization" point (not that one can really "harmonize" a single weapon, but the same alignment/sighting process could be applied) set to between 20 and 270 meters
  • a torso-mounted set of Gauss Rifles (e.g. "Gaussapult") could have their harmonization point set to between 20 and 660 meters
and so on and so forth.

The inclusion of limits has the advantages to gameplay of requiring mixed-arms high-alpha builds (such as the "3 PPC + 1 Gauss" setup) to choose the lowest range of the weapons in the set as their focal point (with the ability to put all of the damage in one place in one salvo necessarily decreasing as the target either closes or backs away) while also generally discouraging literal "face-hugging" (as the weapons will not all aim at the same single point at 0 meters).

While my original proposals were focused on torso-mounted weaponry, any clusters of weapons mounted in a single location (such as each of the arms of the Black Hawk or Supernova) could/would be affected in the same manner.

#43 Pht

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Posted 08 September 2013 - 10:04 AM

View PostRandomLurker, on 07 September 2013 - 09:24 AM, said:

A JR7-F with 6 Clan ER Medium Lasers hits your CPLT-C1 with all 6 lasers in the Rear Center Torso, from 500m away, doing 42 damage. You die instantly.

That's why convergence is a massive gameplay issue. Battletech was not designed for this kind of thing to be possible; Mechwarrior requires it or it won't be a FPS. Something needs to be done to meet them in the middle.


Mechwarrior is not a FPS - not if by FPS you mean a game in which you have direct (ala "physical") control of your weapon.

MW is a game in which you're in direct control of a battlemech, the battlemech is in direct control of the weapons ... and the battlemech's part of the overall aiming equation is carried out as the BT setting has had it. Otherwise, you don't have a mechwarrior game. At best, you have an "almost" mechwarrior game.

View PostStrum Wealh, on 07 September 2013 - 01:46 PM, said:

Personally, this is part of why I'm a proponent of introducing a "gun harmonization" (which some have taken to calling "fixed convergence") mechanic - with that, the ability to deliver "pinpoint" damage from multiple weapons (including, most notably, clusters of weapons mounted together within the same location) is narrowed to a more-limited band of ranges.
See here and here for how it could be made to work in MWO. :)
While my original proposals were focused on torso-mounted weaponry, any clusters of weapons mounted in a single location (such as each of the arms of the Black Hawk or Supernova) could/would be affected in the same manner.


Doesn't apply to battlemechs. We know that the are capable of aiming every weapon on them, independently of the mobility of the section they are mounted in.

Beyond which, the only way I can think of doing this is to do a realtime raytrace/cast from each weapons port; realtime traces/casts are prohibitvely expensive in computing power.

#44 Strum Wealh

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Posted 08 September 2013 - 02:10 PM

View PostPht, on 08 September 2013 - 10:04 AM, said:

Doesn't apply to battlemechs. We know that the are capable of aiming every weapon on them, independently of the mobility of the section they are mounted in.
And they evidently weren't very good (or even moderately good, for that matter) at doing so, considering how much of an impact the MechWarrior's own gunnery skill (or lack thereof) impacted the likelihood of whether one actually hit even a stationary target (which, incidentally, also demonstrates that the BattleMech is, by itself, largely incapable of aiming its weaponry without direct input from the MechWarrior). :)

Quote

The Jenner is firing four medium lasers at the Atlas. The target is four hexes away, which is in the medium range for the lasers, adding a Range Modifier of +2. The Jenner used Walking movement this turn, so the Attacker Movement Modifier is +1. The target did not move. The Base To-Hit Number is 4, so the Modified To-Hit Number is 7 (Base 4 + Range 2 + Attacker Movement 1 = 7).

(Total Warfare, pg. 108)

As a slight modification of the situation given in Total Warfare: a stationary (no movement modifier) IS 3025-era (no special equipment modifiers) BattleMech with an average MechWarrior (Gunnery 4) using a Medium Laser at Medium Range (+2 modifier) attacking a stationary IS 3025-era target (no movement or special equipment modifiers) on open, level terrain (no terrain modifier) with Standard Day conditions (no environmental modifier) needs a 2D6 result of 6 or better to hit a target.

In other words, a regular/average IS MechWarrior in a stationary BattleMech has only a 72.3% likelihood of hitting a stationary BattleMech-sized (8-14 meters tall, ~4-7 meters wide) target with a light-speed weapon at a range of 180 meters (~590 feet, or ~197 yards).
A slightly better IS Mechwarrior or regular/average Clan MechWarrior (Gunnery 3) under the same conditions would have an 83.4% likelihood of succeeding on the same shot, while a slightly below average IS MechWarrior or very low-grade (relatively speaking) Clan MechWarrior (Gunnery 5) would have a 58.4% likelihood of succeeding on the same shot.

And even then, identical weapons that are mounted physically next to each other (e.g. the paired Medium Lasers in each of the Jenner's arms) stand a high chance of not striking the same general area of a target... assuming either strikes the target at all.
As such, either MechWarriors in general literally cannot aim to save their lives, or the BattleMechs' aiming adjustment systems are so sub-par that they'd arguably be better off with properly-harmonized fixed mounts anyway. :D

All that aside, the concept of gun harmonization can be made to apply to BattleMechs, which would have the dual effect of solving the "'high pinpoint alpha for all ranges' problem" once and for all and providing a means to make the eventual implementation of the Targeting Computers relevant.

View PostPht, on 08 September 2013 - 10:04 AM, said:

Beyond which, the only way I can think of doing this is to do a realtime raytrace/cast from each weapons port; realtime traces/casts are prohibitvely expensive in computing power.
Doing it that way is no more "prohibitively expensive" than determining that any given direct-fire salvo hits the target (including the lasers, to determine where each "tick" of the beam lands).

Even if one had two full companies (for a total of 24 individual 'Mechs) of Black Hawks running around firing all of their lasers simultaneously (12 lasers per Black Hawk) and a ray was drawn for each takc of each laser beam (10 ticks per beam, IIRC), that's a total of only 2880 rays for all 24 'Mechs that would have to be drawn to see where each "tick" lands.
Since there will be a need to see where and when each "tick" impacts some other object (be it 'Mech, terrain, building, etc) in the game world anyway, the computation is on some level already being executed.

Moreover, research from Cornell University indicates that (as of 1997) "the native ray casting method is O(N)" (where N is the number of objects or primitives in a scene) while "in the computational geometry literature, there is a method that has been proven to be O(log(N)) by DeBerg, but unfortunately its extreme storage requirements make it impractical."

Quote

O(N) describes an algorithm whose performance will grow linearly and in direct proportion to the size of the input data set. The example below also demonstrates how Big O favours the worst-case performance scenario; a matching string could be found during any iteration of the for loop and the function would return early, but Big O notation will always assume the upper limit where the algorithm will perform the maximum number of iterations.

(source)

And, again, since the server has to compute the hit detection for each and every "tick" anyway, the what cost there is would already be paid.

So, please explain (in detail, and with supporting sources!) how employing fixed, harmonized gun mounts (which are employed in games like Warthunder, among others) is "too computationally expensive" for MWO.

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In Warthunder just as real planes are setup there is a convergence effect of weapons installed on the aircraft. This is set via the menu options prespawn viathe dropdown selection. All the guns will put the center of their bullet patterns at a point in space a set distance in front of the gunsight. Note that this is a static setting, and only "works" when sitting on the ground, with the plane held level. The general effect is that guns will pass through the gunsight center at close to the specified range if you fly straight/level. Dispersion is modeled in Warthunder however, and this makes guns fire in a "shotgun" pattern in cone pattern from the muzzle. Rifling was an important invention for gun accuracy when it was introduced, but it isn't perfect. In addition, gun recoil, especially on a flexible structure like an airplane wing, can cause subsequent rounds to vary in velocity direction. This can cause significant spreading of ammunition at further distances.


#45 blinkin

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Posted 10 September 2013 - 04:43 PM

View PostStrum Wealh, on 08 September 2013 - 02:10 PM, said:

an awesome smack down

Pht tried to explain to me how ray tracing was expensive as well. i referenced the system requirements for "Doom" which uses a great deal of ray tracing in my response to him.
http://gamesystemreq...mes.php?id=1541 : CPU: 486 processor operating at a minimum of 66MHz or any Pentium /Athlon processors RAM: 8 MB RAM OS: Windows 95/98/ME/ 2000 operating system http://gamesystemrequirements.com/ HDD: 40 MB of uncompressed hard disk space
100MB of free hard drive space for the Windows swap file (in addition to install space) Sound: A 100% Windows 95/98/ME/2000-compatible true 16-bit sound card and drivers Recommended peripheral: 100% Windows 95/98/ME/2000-compatible mouse and driver
100% Windows 95/98/ME/2000-compatible keyboard Note: A 100% Windows 95/98/ME/2000-compatible computer system (including compatible 32-bit drivers for video card, sound card and input devices)
--------------------------------------------------------------------------------------------------
he is also trying to convince me that dice are not random, but i intend to put the final nail in the coffin on that one by referencing Sir Stephen Hawking and Albert Einstien.

Edited by blinkin, 10 September 2013 - 10:37 PM.






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