Mystere, on 13 August 2013 - 03:37 PM, said:
Can someone point a link to where PGI talked about this? Or is the OP talking about the heat scale?
They didn't. It's simply my suggestion. But many wonderful people here have posted that PGI has talked about weapon convergence issue in the past and it it something that simply cannot be addressed until Hitbox/HSR issue is resolved. So, apparently they originally intended to do this, but it's really problematic due to speed of mechs, multiple hit locations and specifically having it work while retaining server-side-only hit resolution.
As I have said before, I'm not a game programmer. So, with a naive eye, I look at Battlefield series and say....if they can do it..why not us?
Well, I have done some reading on HSR, hitboxes etc. There are some really great articles out there on the subject if you care to delve into game development.
The cursory conclusion I have come to is that MWO is really a completely different beast than both typical FPS as well as previous Mechwarrior titles.
Previous Mechwarrior titles were designed as single player games that "allowed" for multi-player. This means hit detection was done and shared client to client. This allows for hacks. MWO, being designed from the ground up as a persistent online PVP game cannot allow for that. It's not just like jumping in to a match with your friends. People we go to extreme lengths to get the upper hand if there are tangible rewards for winning such as gaining rank, money, planets and resources.
With respect to other FPS games there are many differences. Mechs, Weapons, hit boxes, armor and respawning.
Mechs - There are SO many chassis and variants to choose from. Each with different size, shape, hitboxes, speed and hardpoints. Thre are so many permutations that a 12 man team can field as to be mind boggling. With a Battlefield(BF) type games you have what? Maybe three or four types? Scout, Soldier, Heavy, Medic, Sniper? If that?
Weapons - One of the things about MWO is that you have MULTIPLE weapons; not selection, but equipped. In BF you can choose from a variety of weapons. Some vastly more advantageous than others. But, you can really only equip/fire one at a time. This is much easier to balance for than having upwards of what? 10+ weapons slots? And with the number of different weapons (and ranges!) you can mix and match with, the number of possible combinations is exponentially large. This is VERY difficult to balance.
Hitboxes - Until recently, FPS combat was simple. You shoot someone, they die. One shot, one kill. Didn't matter where you shot them. Head, arm, body. Granted, games are smarter. Lighter weapons may take two or three shots to take someone down. As well, a headshot is leathal, but arms, legs body may take a couple of shots depending on body armor or player type (heavy, scout, etc) But with mechwarrior, Mechs are moving much faster than humans are. It may seem like some of the FPS are faster, but that is due the the close quarter nature of those games. And it takes multiple shots to even penetrate a body section. Which brings us to ...
Armor - Yes BF players have body armor or various values. But, still, you are talking about the difference between 1 to 2 shots and 3 to 4 shots to take someone down. With a Mech, you have to beat on it...repeatedly....to breach armor and take out a critical system or take off both legs. And again, going back to the mech differences, you have to strike the right balance since not only are there extreme differences in chassis tonnage, but players can adjust the armor any where from ZERO to MAX. Again, the possible configurations are exponentially large. More difficult to balance as opposed to BF where (allowing for class selection) everyone is the SAME. You don't customize your human.
And lastly...
Respawning -
Most FPS games allow for respawn as death is not the deciding factor but how many points / objectives you can acquire before the end of the round. This. Is. Huge.
Not only does respawn capability completely negate the effect of an ALPHA STRIKE (since your instant death is only temporary) but changes the way players behave. If Battlefield was one-death-and-done...people would play much more cautiously, would raise a stink about certain weapon and complain about impossible objectives. The only way around that would be to ...increase the number of hits it takes to kill a target. Which is what takes place in Mechwarrior.
So, again...this thread has been very thought provoking and I thank you all for that. This...all of this...would be a moot point if we didn't have to worry about hackable clients. I'm not up on the latest PUNKBUSTER type solutions, but one wonders if there might not be some compromises PGI could make towards this end and allow a bit more flexibility in the game code.
Anyhow.
Peace out.