Okay. You’re on this forum because a new MechWarrior game is finally sort of out, and maybe you are even wondering if it will ever get out of beta. There are a lot of great things to say about MechWarrior Online, especially since it can be played for free, but let’s face it, it ain’t the MechWarrior 5 we’ve all been waiting for. With the current state of computing technology, it is finally time to get the MechWarrior engine right once and for all.
Eighteen years ago, Activision unleashed Mechwarrior 2: 31st Century Combat upon the world, and a benchmark was set for fantasy combat simulators. Version 1.0 was playable on some 486 systems with as little as 4MB of RAM and a halfway-decent VESA local bus graphics accelerator. A fast Pentium with 16MB of RAM and a PCI 3D graphics accelerator made it shine in all its glory. It had a genuine 3D environment, and the gameplay was out of this world! (What was super cool is that if you had the very first DOS release, you could toggle wireframe mode, making it into a vector-graphics game that relieved your CPU of much of the work of rendering the graphics.)
MechWarrior 2 was followed by two excellent sequels, but after MechWarrior 4, simulations seemed doomed. Console gaming had taken over, and PC gaming dwindled. Eventually, everything needed to be set up so that a standard gamepad could handle all aspects of gameplay, which almost totally screwed over simulation.
Now, computer gaming is making a comeback, but the legacy of dumbed-down controls is evident with MechWarrior Online. Let’s consider some features that Activision coded into their releases designed for computers sporting RAM in terms of megabytes instead of gigabytes, single-core CPUs sporting megahertz ratings instead of multi-core CPUs sporting gigahertz ratings, and graphics accelerators hardly more complex than the old-style VGA D-SUB connector that until recently came pre-installed on most motherboards. In short, Mechwarrior 2 gave amazing simulation using about 0.2 % of the power that a typical modern gaming computer supposedly has.
Of course, MechWarrior 2-4 in terms of graphics leave a whole lot to be desired in comparison to what modern gaming has to offer and in comparison to MWO in particular. In terms of gameplay, some things are superb with MWO, and some things are a bit amiss with it.
One thing I am particularly pleased about with MWO is allowance for independent movement of the pilot’s head within the cockpit, a feature likewise included with MW2 but reduced merely to glancing in MW4. The sad thing is that while MW2 allowed the pilot view to remain fixed, MWO automatically returns it to center. I have long been expecting such simulators to enable fully independent X and Y axes for pilot view separate from the turret, but this has so far never materialized in any MechWarrior game, which is truly sad, especially with the Occulus Rift slated for release this year. However, in MechWarrior 2, one could have the legs walking in one direction, the turret aimed in a second direction, and the viewpoint of the pilot locked in yet a third direction simultaneously, something that MWO cannot quite handle.
The targeting computer for MWO is total junk compared to MW2’s targeting computer. With MWO, we have dumbed-down one-button targeting. MW2 allowed target enemy, cycle through enemies left and right, target friendly, cycle through friendlies left and right, target navigation points, cycle through nav points left and right, and target whatever was under the reticule. That was a proper targeting computer for a mech. Why MWO has failed to emulate this simple and essential feature is a genuine mystery (unless of course it has been intentionally dumbed-down for players used to console gaming).
MW2 featured a scalable radar. MWO’s radar is locked at a single scale. What gives with that?
MW2 had a proper reverse toggle. When you pressed that key, the throttle worked in reverse until you pressed it again. MWO has a reverse toggle, but the moment you change speed, you’re right back to moving forward. Fortunately, we can chalk that glitch up to it still being in beta. Default analog support forces one to place the throttle in a middle position for full stop, which is nonsense. The proper way to set up a throttle is for full stop to occur when the throttle is all the way back with a toggle for reverse. Previous MechWarrior games allowed for that, but so far MWO has not quite got it right, possibly because they are trying to force CryEngine 3 to be a simulator engine when it was never cut out to be a simulator engine.
MW2 had gradual zoom in and zoom out. MWO only has 1x, 1.5x, and 2x which just cycles with no way for the cycle to go backward.
In MWO, where is the rear-view mirror? Its absence is absurd. With the resolution of modern monitors, rear view should simply be part of the HUD.
Something great to see with MWO is that quality support for analog joysticks is back. I found the move from keyboard and joystick to keyboard and mouse to be quite mysterious and weird with the move to gamepads to less weird but even worse than the mouse. A sad thing that has happened over the years is that many gamers have become convinced that KB&M is objectively better than a good HOTAS. The fact of the matter is that peripherals can at best only be as good as the software that supports them. The horrible fact of the matter is that game programmers for a wide variety of reason have simply refused to properly support sticks. Perhaps the most obnoxious example of this came when Crysis could be played with a gamepad but ONLY if it was an X-Box controller.
A modern gaming system supposedly has 500-2000 times as much power as systems that could minimally run MW2, but the simulations have become less simulative. Apparently, the PC gaming paradigm is still screwed over by the console-gaming paradigm.
The thing about MechWarrior fans is that they do not WANT a console-gaming experience. We want a simulation of what it would be like to sit in the cockpit of a truly fantastic piece of military hardware. Such a piece of hardware is not going to be operated with a keyboard or a mouse or a stupid gamepad. At the very minimum, it is going to be operated by a HOTAS and pedals. Anyone who wants a mech-like experience in a console-gaming format can just play Hawken. Hawken rocks for what it is meant to be. MechWarriors want to go into the mech lab and weigh the pros and cons of whether adding C.A.S.E. or a Beagle Active Probe is going to be worth it. A properly simulated mech simply cannot be fully operated on a gamepad, which is what MWO appears to be trying to do. That is what games like Hawken are for. MechWarrior programmers should strive for what the developers at FASA strove for in making BattleTech, simulating what it would be like to actually engage in warfare with mechs.
In MWO, jump jets cannot be angled. If you are at a dead stop and try to use jump jets to get over an obstacle, you’ll just land right back where you were stuck. This leaves much to be desired.
MW3 allowed independent aiming of the arms separate from the torso. MWO makes an effort to partially simulate this with arms moving faster than the torso, but they are not genuinely independent of one another as they were in MW3. This is probably due to limitations of CryEngine 3, but it would be great to have that going in MW5.
MW2 also let the driver tilt the mech left or right a little bit. That appears to be missing in MWO.
The MWO experience system is awesome. The potentially unlimited cost of the game is not.
I find myself stuck with a vexing question. Considering how fabulous Activision’s MW2 engine was, why has no-one simply taken THAT engine, tweaked it, updated the graphics, and made a new MechWarrior game? There has always been something seriously wrong with that. There were only three things wrong with that engine: pilot perspective relied on the same keys for movement, the independent arm aiming was absent, and mechs could not crouch. Tweaking these things should be a snap. (And I grant that completely overhauling the graphics rendering is an entirely different story, but here I am concerned with how the mechs operate rather than how the game looks.)
Here is what I am hoping for with MechWarrior 5:
1. Genuine simulation of pilot and mech movement (8-10 genuinely separate axes):
8]a. Two independent axes for pilot perspective (joystick hat switch or motion sensor for something like the Occulus Rift)
8]b. Two independent axes for mech torso control (joystick)
8]c. Ten-speed and analog throttle with reverse toggle along with analog and digital turning (throttle, button, and pedals or twist on joystick)
8]d. Two independent axes for arm movement (hat switch or mouse, such as the mouse stick on Saitek’s X-65f)
8]e. A way to tilt the mech slightly right or left (buttons)
8]f. A way to make the mech squat, preferably analog (buttons)
2. Scalable radar
3. A targeting computer at least as good as the one in MW2
4. A rearview screen as part of the HUD
5. Scalable zoom in and zoom out
6. Multi-monitor and Occulus Rift support
7. Training missions at least as good as the ones in MW2
8. At least one full single-player campaign
9. Regular quarterly releases of single-player expansion modules (for a fee)
10. Unlimited online gaming
8]a. Allow players to host their own servers just like MWLL and MW4 did.
8]b. Provide an SDK so that the fans can program their own maps and forms of play. Glean from the best, and pay the players for those elements used in the quarterly module releases.
11. Full access to the mech lab in the single-player version with separate c-bills and XP for online
12. Single-player combat simulator as in MW2-4
13. The experience system of MWO
14. One price. Hey. If it’s a hundred bucks, it’s a hundred bucks.
8]a. Give a discount for MWO players who spent money. Half the cash you spent on MWO while waiting for MW 5 applies to MW5. You spent 200 bucks? MW5 is free to you. You spent 300 bucks? MW 5 and the next two quarterly modules are free to you.
8]b. Transfer the MWO accounts as MW5 accounts. All XP and c-bills earned transfer over.
15. Arm-lock toggle (NOT holding down the left shift key) – press once for on; press again for off
16. Integrated voice chat with tuning (and possibly hacking scrambled channels)
17. In-game sensitivity tuning for each axis
18. A way to turn the graphics way, way down (Properly coded, anyone with any dual-core processor, 4GB of RAM and pretty much any old GPU should be able to get 60FPS with the understanding that the speed comes at a massive sacrifice of graphics quality.)
19. Windows independent (My God! Give us a Linux kernel streamlined for nothing but online gaming that can boot off the DVD or be installed to its own partition. Why the hell hasn’t that happened already? Each individual game could be an addition to the GRUB menu so that at boot time, players can chose to boot directly into particular games. Of course, it should run in Windows, too.)
20. Genuine 7.1 24-bit/192Khz HD surround with separate support for chat (in line with many contemporary gaming motherboards)
21. Slightly larger fonts on the HUD – Because of the prevalence of large HDTVs, methods of game playing are changing from sitting up close to the monitor to kicking back on the couch with the TV across the room.
22. Take a clear hint from MWLL and include all sorts of vehicles other than mechs. There is no reason that mech warfare should be limited only to walking tanks. It is okay to have ground troops, regular tanks, hovercraft, airplanes, etc.
Here is how I am imagining playing MW5. I sit down with a firmly mounted HOTAS and pedals. I put on an HMD, earbuds for the radio, and 7.1 headphones for the game sound along with a split in the analog LFE cable for the subwoofer resting under my bucket seat.
My controls:
Pilot perspective: actually move my head with the HMD while enjoying the game in stereoscopic 3D
Torso X and Y: Joystick
Analog Turn: Pedals
Jump Jets: Toe brakes with a four-way switch for WASD
Throttle: One-way throttle with reverse toggle
Arm Aiming: Throttle mouse stick
Crouch/Stand/Tilt Left or Right: four-way switch
To reiterate, it would be nice if someone simply got the gameplay portion of the MechWarrior engine right once and for all so that we could just enjoy it for all time with regular modules to come after.
If Smith and Tinker (or whoever) released MW 5 as a proper simulator at $100 with modest quarterly modules at $25 each, I would be totally down with it. I would subscribe to that.
Happy gaming!
Edited by alanwescoat, 16 August 2013 - 08:27 AM.