Draco Argentum, on 12 November 2011 - 11:00 PM, said:
Yes, much more. A random number generator is just a table lookup on a computer. You need two of those for a single shot's deviation. Actually simming wind on a bullet is much more than that. This is a problem when its PGI's servers that have to do it.*
You should check the lengths benchrest shooters go to to compensate for wind. Thats the level of effort for wind to be anything other than a random number.
On to actual position. I'm saying that it is physically impossible for a pilot to account for everything since the mech is humming and vibrating even when standing still. The random effect is needed to make the game simulate firing an actual cannon since those are never 100% accurate.
*It has to be their end that does weapon calclations or the game will be extremely hackable.
Yes, it does have to happen on their end. And no, most RNG's are not lookup tables... that would be horribly memory inefficient, and much slower, due to the speed (or lack thereof) of the RAM. I'm halfway to a computer science degree, here. I know what I'm talking about.
Wind speed, as it happens, has a complexity of O(n) when calculated each tick, and is constant (O(1)) when only calculated upon firing the shot. The second case is so absolutely negligible that computer scientists often neglect to make any note of it whatsoever. The first case is positively minuscule, and will not create any noticeable overhead past the collision detection required to make a shot worth shooting (Collision detection >= O(n^3) in most cases in three dimensions).
So... what does all this tech mumbo jumbo mean? It means that, even if the servers were running on old Pentium II processors, you still would not notice a difference between pure random and wind speed/barrel position.
Real cannons, notably, are extremely accurate when care is taken to take proper measurements. The M1A1 Abrams is accurate to over 2 miles, while at cruising speed, against moving targets, due to a computer automatically adjusts the aim for all present factors.
The Navy is testing a railgun accurate to over 100 miles. These weapons are not fundamentally different from the things we were using in WWII; we have only improved our ability to calculate the path of the shot, and extremely skilled gunners in that era could also make such shots by accounting for those factors on their own.
Xhaleon, on 13 November 2011 - 02:49 AM, said:
So basically, you want the game to become Counter Strike 1.6. Wonderful.
More or less. No arbitrary pattern, though, so much as battlefield factors. Keep in mind that 1.6 still has something like x10 the amount of active players as source (not to mention sales), and Valve is reverting back to a model similar to 1.6 for Global Offensive.
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Anyway, Arbitrary, Incomplete, and Not necessarily Accurate list of factors:
- The position the mech's body is in (Leg movements, torso twist, etc.)
- The Forces acting upon the mech's body (e.g. Impact from steps, Turning/Torso Speed, recoil from previous weapons, knock from opponent's weapons)
- (Related to previous 2) The weight distribution of the mech.
- The position of the weapon upon the mech's body
- The position of the actuators attempting to move the weapons to their proper aim
- The heat of the mech/weapon (this is a real factor in real weapons; I'm not certain exactly how it affects the aim (less/more Velocity, perhaps?), but I do know the Abrams tank can properly adjust for it. Occam's Razor would probably just omit this one.)
- The damage done to the mech
- The forces acting upon the projectile (for those weapons applicable. Gravity, ambient wind speed, etc.)
These are all factors with real weapons, and all of them can be adjusted for properly by either a computer or an extremely skilled human being (commonly known as a "Sharpshooter").
Putting your skilled pilots in a position where they can do the most damage is a huge part of tactics, and even with such skills, inferior tactics can get them ganged up upon and destroyed before they can be effective. As long as information warfare plays a large factor in discovering what can shoot at you, and what you can shoot at, let alone other things, tactics will be
huge. You can, however, only do so much about your team, and no matter what, you will end up with a number of teammates in any matchmaking system who do not try to use tactics in any regard, anyway. Those that do can prosper without being skillshots in the first place.
This is mechwarrior, not mech commander; it is not supposed to be pure tactics, anyway.