Jump to content

Distracting The Human Through Heat Based Reticle Penalties


12 replies to this topic

#1 FatBabyThompkins

    Member

  • PipPipPipPipPip
  • 188 posts

Posted 17 July 2013 - 06:05 AM

After reading through the entirety of http://mwomercs.com/...-balancing-mwo/, I had an idea to bring some of the TT extended heat mechanics into MWO. This section specifically talks about aiming penalties and how to use the reticle to distract the human pilot during high heat usage.

Stage 1: The reticle jumps occasionally at random times in random directions for only a fraction of a second. Just enough to break the concentration of someone staring at the reticle (sorry for the MS Paint graphics, but my graphics workstation STB'd). Also note that the reticle jump does not affect where the weapon fires, rather is just a graphical "bug".

Posted Image

A more prominent Stage 1:

Posted Image


Stage 2: A fading of the reticle is followed by a short jump. Aiming is still possible, but at a slight disadvantage.

Posted Image


Stage 3: Reticle disappears for periods of time in addition to the above.

Posted Image

The idea: The heat system in TT was one way to discourage high (especially extended) heat running. It imposed several penalties other than damage and shutdown. In MWO, we have no penalty until shutdown. This system is designed to distract the human element during high heat.

LRM (and SSRM) Update Edit: It was said by Sheraf that this idea would affect direct fire weapons, but would have no impact on LRM. I agree. My proposed idea is to begin delocking at a 50% rate when the reticle fades. If the reticle disappears, then delocking occurs at 100% rate.

Fluff: The targeting computer is running hot and starts accumulating errors. At first, it is just a minor, fast glitch it can overcome. Later, it starts having power problems and cannot maintain full power (thus dimming of the reticle). By stage 3, It cannot run at full power for any length of time. It tries to, but continually has to shut down with too many errors and too little power. This idea also supports why an LRM boat cannot maintain a lock at high heat.

What this won't do: Stop initial alpha strikes. Your reticle will be fine under "normal" heat conditions. It also does nothing about convergence.

What this (hopefully) will do: Increase the difficulty of follow on shots, especially at range. Lower alpha builds will be able to fire sooner with better accuracy, while high alpha/high heat builds will have to wait longer to have a non-invasive reticle. They can still fire, they just might not have the best HUD to accomplish the shot. High skill "hardcore mode" gamers will be rewarded as they will overcome some of the above, but the average Joe should no longer be Charles Whitman in a tank. The end goal: increase skill cap for high damage short duration builds from a distance.

Follow on ideas: Modules and skills to reduce the penalty. Modules especially would be competitive for marksmen, hopefully to the tune of reducing seismic sensors as the be-all-end-all of modules. Call them targeting computers, just like in the TT.

My next endeavour (once I can get my machine back up) is to include a pilot heat penalty (think reducing color saturation, blurring and fading). The pilot heat penalties would work on a bank system where they do not apply until prolonged heat exposure occurs (say 10 seconds at over 50% heat causes a stage 1 pilot penalty, reduced color saturation).

Edited by FatBabyThompkins, 17 July 2013 - 06:41 AM.


#2 Artgathan

    Member

  • PipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 1,764 posts

Posted 17 July 2013 - 06:09 AM

Interesting idea.

EDIT: I thought it over and there are two (minor) problems with the solution:

1. As you mentioned, this won't stop initial Alpha Strikes (but will affect subsequent ones)
2. It makes the game harder for new players (my crosshairs disappeared?! WHY IS THIS HAPPENING TO ME?)

Apart from that I very much like the idea. You still have control over your point of aim, but the games gets a little bit more of that battletech flavour. It rewards experienced players who know where their reticule is as well (since they won't really need it to fire anyways) for knowing their mech.

Edited by Artgathan, 17 July 2013 - 06:38 AM.


#3 Sheraf

    Member

  • PipPipPipPipPipPipPipPip
  • Mercenary
  • 1,088 posts

Posted 17 July 2013 - 06:11 AM

They would be quite at disadvantage to LRM if their aim going all over the place like that, so I don't agree with this. I prefer them to be able to hit me.

#4 FatBabyThompkins

    Member

  • PipPipPipPipPip
  • 188 posts

Posted 17 July 2013 - 06:15 AM

View PostSheraf, on 17 July 2013 - 06:11 AM, said:

They would be quite at disadvantage to LRM if their aim going all over the place like that, so I don't agree with this. I prefer them to be able to hit me.


Didn't think of that. To introduce a penalty to LRM boats that run high heat, have an ever increasing chance to unlock at higher heat stages. Or the unlock can degrade, like it does when you go off target, but only during a major glitch. During heat stage 3, it would become very difficult to hold an extended lock.

Also, as mentioned, but maybe not emphasized, where the weapon fires is where the reticle is supposed to be. So you can guess where it should be and fire. Just because a "glitch" caused the reticle to move does not mean that is where the weapons will fire.

Edited by FatBabyThompkins, 17 July 2013 - 06:17 AM.


#5 Sheraf

    Member

  • PipPipPipPipPipPipPipPip
  • Mercenary
  • 1,088 posts

Posted 17 July 2013 - 06:20 AM

Longer lock time and faster lock degrade sounds good :)

#6 Sprouticus

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 2,781 posts
  • LocationChicago, Il, USA

Posted 17 July 2013 - 06:24 AM

I have been advocating this for a while. I like your ideas, but honestly if they even just put a similar effect to the JJ reticule shake in I would be happy.


Some people may complain about this, but it is their choice to run hot. Want to be able to aim better? Wait a few seconds to cool down. Worried you won't last that long or wont get a shot before he gets cover? Take the shot and hope...


NOTE: LRM aiming is MUCH more forgiving than normal aiming. Unless the reticule disappears all together, maintaining lock should be fairly easy.

#7 Sheraf

    Member

  • PipPipPipPipPipPipPipPip
  • Mercenary
  • 1,088 posts

Posted 17 July 2013 - 06:26 AM

I remebered the bug before where I can't see any target indicator on screen. That makes LRM a problem to use,usable but hard.

#8 FatBabyThompkins

    Member

  • PipPipPipPipPip
  • 188 posts

Posted 17 July 2013 - 07:21 AM

View PostArtgathan, on 17 July 2013 - 06:09 AM, said:

Interesting idea.

EDIT: I thought it over and there are two (minor) problems with the solution:

1. As you mentioned, this won't stop initial Alpha Strikes (but will affect subsequent ones)
2. It makes the game harder for new players (my crosshairs disappeared?! WHY IS THIS HAPPENING TO ME?)

Apart from that I very much like the idea. You still have control over your point of aim, but the games gets a little bit more of that battletech flavour. It rewards experienced players who know where their reticule is as well (since they won't really need it to fire anyways) for knowing their mech.


Thank you for the update.

I was thinking that, by shear coincidence, the experienced pilots that learn their mech equates to the advanced/elite pilots system BT has. The human is able to overcome some of the deficiencies of the machine type of thing. In this case, it's not some abstracted XP thing, rather true skill.

#9 Rascula

    Member

  • PipPipPipPipPipPip
  • Talon
  • Talon
  • 387 posts
  • LocationWord of Blake Protectorate, Epsilon Eridani.

Posted 17 July 2013 - 07:24 AM

Sounds like a really interesting idea, good thinking that man!

#10 Otto Cannon

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 2,689 posts
  • LocationUK

Posted 17 July 2013 - 07:26 AM

I'm afraid it won't work. You can just make a mark on your monitor where the weapons fire and then ignore the computer reticle completely.

#11 Syllogy

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,698 posts
  • LocationStrana Mechty

Posted 17 July 2013 - 07:29 AM

View PostOtto Cannon, on 17 July 2013 - 07:26 AM, said:

I'm afraid it won't work. You can just make a mark on your monitor where the weapons fire and then ignore the computer reticle completely.


Truth.

#12 FatBabyThompkins

    Member

  • PipPipPipPipPip
  • 188 posts

Posted 17 July 2013 - 07:30 AM

View PostOtto Cannon, on 17 July 2013 - 07:26 AM, said:

I'm afraid it won't work. You can just make a mark on your monitor where the weapons fire and then ignore the computer reticle completely.


Not entirely so. Your reticle does not stay in the center of the screen the entire time (especially arm reticle).

#13 Milt

    Member

  • PipPipPipPipPipPip
  • 201 posts

Posted 17 July 2013 - 08:01 AM

blur the screen and fade the reticle. should be relatively easy to code and implement. at this point in production we need to start presenting easily implemented fixes cuz thats all we are going to get.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users