Hi Paul! (et. al.)
With the issues that I believe I have experienced, I would like to suggest a 2-part tutorial on "Combat: How to hit with weapons".
The first of which, I could assume you're already working towards as part of the 'new player experience' to have something similar to the MechWarrior 2 Training... Move, fire, move and fire at stationary targets, etc.
If/when this is implemented, it should cover the multitude of different weapon types: SRM, Streak SRM, LRM, DUMB-FIRING LRM's, NARC, PPC's, LASERs (all can be covered in this scope, since they function essentially identically), TAG, AC's + MG's, Ultra-AC's, and Gauss Rifles.
Additionally, the same weapon could/should be covered on two or more chassis to demonstrate weapon positioning (low arm/torso vs high-mounted) and chassis+speed performance (fast medium vs slower assault).
This amount of "how to" should be covered in different non-linear training topics, and perhaps grouped into 'like weapons' segments for comparison.
The second part of a tutorial, should cover 'how to hit a moving target' - and include ALL the necessary information a new pilot should understand when firing at a moving target - such as, target ping, personal latency, where and how to aim to allow for proper lead of the target... from YOUR (PGI) perspective. Since the "how to hit x-chassis" is no secret, it would benefit EVERYONE, not just new players, to know the proper methods to use the product.
You could go one step further and begin the initial 'targeting simulation' with just rectangular boxes to represent the actual hit-box of a target-'Mech, then graduate to targeting of actual 'Mech models, including alternate stages with variations of target ping-times. Include a pointer with which to aim for for proper lead (this could also utilize your already-developed up-coming "Targeting Computer" programming).
A "How to hit" and "How to hit a moving target" tutorial would allow for two things: Higher New Player retention by familiarizing them with what the actual combat might feel like - AND - can also aid veteran players with honing their skills by shooting at known units in a controlled environment (more so than the training-ground, because you (PGI) would be directing HOW to hit while compensating for lag and any other conditions, not just by "letting the player learn on their own").
I feel that by you (PGI) showing us (the customer) how to do these things correctly, more players will stand a greater chance of competing vs being targeted prey, which might actually keep them around longer - if not permanently.
Thanks, in any consideration!
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[Suggestion] "how To Hit" Tutorials
Started by Hythos, Oct 18 2013 09:44 AM
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