Dimento Graven, on 05 August 2013 - 10:14 AM, said:
Only now do it for the entire map and THEN how expensive does it get?
. . .
A seismic station determines the grid coordinates of a contact based on simple trigonometry.
Ten clock cycles and you've got a hundred million of them per second.
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The filtering is cheap and easy as I'm sure you know, IFF could easily report friendlies, and their locations, allowing limitation to sections of ground 500 meters in diameter of only those 'mechs capable of receiving the info.
Again, much easier than doing that for an entire map space.
No... not in the slightest.
Incidence angle of event station A, incidence angle of event station B. Distance Station A, Station B (known because someone built it according to some kind of plan or schematic). Use what you learned in trigonometry, and now you have an estimated third point to your triangle. Since you know the grid coordinates of station A and station B - you have a good idea of where the seismic event occurred.
Send out data packet to friendlies that says: "Seismic event [coordinates]."
All friendlies now know where activity is taking place.
Trying to figure out who is within 500 meters requires you to send and receive each unit's reported coordinates.
So you receive a unit's coordinate, and have to do one of two computations: "Is [event x] within 500 meters of [unit y]" or "Within 500 meters of [Unit x] list all [event y]." Since you have no idea of knowing which one will yield the more efficient result (do you start with the events or start with the units? ... depends upon the scenario) - you have to pick one and roll with it as the programmer.
1300 clock cycles later, you've figured out that there are two seismic events within range of a given unit.
You are, basically, running 2d collision detection on a smooth body.
http://stackoverflow...ed-line-segment
Something similar to that problem.
And it's computationally expensive as hell compared to simple algebraic math. Hell - differential equations are cheaper to run than simple: "does this line exist within this circle?" checks. That's why game physics has been slow to develop even when processors have increased exponentially in power.
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I doubt it. I don't know of such a thing being in BT/MW lore for the time period PGI is representing currently.
Seismic sensing on the other hand, that's part of lore.
Sarcasm.
Not on mechs.
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That's an opinion. Me and many people who think like me, have a different opinion. It's not 'stupidly OP' or 'OP' at all. It's available to everyone who has earned enough XP, GXP, and cash to purchase it.
No, it's pretty much the truth.
You gain a module that allows one to, effectively, see through walls. No tonnage requirement; no space requirement (aside from module spaces, but when your alternatives are consumables and things like pixelated "enhanced" zoom... it's not exactly a competition).
It offers a very potent advantage to experienced players (who, despite the best intention of ELO - are dropping alongside newer players) while being costly enough to exclude players with less than a few months under their belt.
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And you try and council me on my reading comprehension? Reread what you quoted and tell me where I said you said it... I said, BY YOUR LOGIC... Your argument that because this particular feature isn't immediately available to someone who hasn't even played his first game yet, is a false argument, because this game is LOADED with crap that's not available until you've earned enough cash, XP, and GXP to purchase/activate it, something you well know. You just don't like the feature, and don't want to put forth the effort to learn new tactics to counter it, so you're grabbing at every hair brained argument to justify it's current nerfed to near nothingness state.
And you just happen to like the feature and will reach for any hair-brained argument to support its inclusion.
The point I was making was very clear. The combined factors of this module make it vastly overpowered. It's beyond a no-brainer module. If you want to be competitive - you must run it. It doesn't take up space or weight on your mech... yet it adds the ability to, essentially, defeat concealment and, to a lesser degree, concealment.
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I don't give two ***** about what you pulled out of your butt, I asked about where in the BT/MW lore we have 'stealthed' 'mechs moving AT TOP SPEED with weapon charges at the ready. I too can make up as much neato-cheato enhancements to fit my wants for this game, too bad if it flies in the face of some 30 years of lore, and no, I'm not stating that game lore is sacrosanct either. There's enough 'compromises' in MWO already in the name 'game play' that that pipe dream has long been busted.
Yet you're trying to make the argument that I want to see features removed.
By the way - all of those ideas do come from a basis in lore. The Raven's original Electronic Warfare suite did create false signatures.
BAP has always been a bit of an enigma, technologically speaking. It doesn't really enhance sensor range - it just allows the detection of things within roughly 250 meters that any conscious human being should be able to see.
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First off in this instance, we're talking about MWO features and their introduction in the development cycle of MWO. I seem to recall, and I may be misremembering here, that XL engines were introduced mid-way through closed beta, making them a new feature at the time. BAP was introduced around the same time as ECM as I recall, just before going open beta, if I remember the time line correctly, so at that time it was a new feature. If you've only been playing since open beta, then there's a lot you may not realize.
That's like saying LAMS or Endo-Composite structures are new features.
They are pre-existing concepts that are expected to be part of the game that were added.
I mean... LRMs. They were a pretty innovative and new feature....
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And you're so intelligent you assume that I don't either? You certainly seem arrogant enough to believe that you do anyway...
I'm intelligent enough to know precisely how you will respond to everything I say.
I'm simply too stuborn to allow someone else to have the final word.
This 'discussion' is merely an exercise in vain.
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You're so full of crap... Either you regularly use wall hacks and somehow have first hand experience, or, you're making one hell of an assumption. Facing an opponent using a wall hack, turning a corner, only to be headshot and have the same individual do it repeatedly, as opposed to facing an opponent who knows you're about to turn the corner, but not actually certain of your 'mech's build, height, speed, torso direction, et al, are light year's different, regardless of your supposed 'competency'.
You're focused on the "first contact" scenario.
It is no great feat of intelligence to discern that the Jenner that just ran behind the building is now that red dot that is moving behind the building on your map.
Or to figure out that the Atlas you were just knocking the hell out of is that red dot moving around to the other side of the building.
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Of course if it's as easy as you say it is, then seismic is working based off that, and it makes sense then, because of course if it's easy to hear and distinguish as you're apparently implying, it's easy enough to have your 'mech's passive sensors do it too...
Acoustic sensors and seismic sensors are two different things. The nature of passive acoustics is a considerable degradation in event resolution. Distance and vector become very uncertain very quickly.
The exception to this is when using acoustics to plot the path of a ballistic round. With just a portion of the trail and a bit of its velocity, a ballistic computation will identify the source. But these aren't as good at pinpointing the origins of sounds - particularly low-frequency sounds with wavelengths in the meter range.