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Friar's Confuzzled Again.


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#21 Alaskan Nobody

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Posted 06 January 2014 - 11:58 AM

View PostVoid Angel, on 06 January 2014 - 11:44 AM, said:

Edit: Bah, how did I miss the whole second page of this threat?

....second.....page? :D

Edit: guess I just made it :wub:

Edited by Shar Wolf, 06 January 2014 - 11:58 AM.


#22 Void Angel

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Posted 06 January 2014 - 12:12 PM

View PostKoniving, on 06 January 2014 - 07:11 AM, said:


Mech = battlemech, can be anything from the Harvester Ant


Actually, the Harvester Ant is a WorkMech. =)

I'm p-sychic!

#23 Itsalrightwithme

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Posted 06 January 2014 - 12:58 PM

Are we going to cover "2x Basics"? Please take the lectern again, Professor Koniving.

#24 FriarShaggy

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Posted 06 January 2014 - 03:01 PM

I understand the 2x basics i think. It's 2 times the effects. I hope that's right. Do i get a gold star Profesor Koniving?

Friar.

#25 Arnold J Rimmer

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Posted 06 January 2014 - 03:05 PM

Yeah, 2xBasic is pretty self-explanatory. All 4 Elite skills on a variant - boom, 2xBasic.

Guest Lecturer Prof. A. J. Rimmer, presenting one gold star to the good Friar.

#26 Koniving

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Posted 06 January 2014 - 09:23 PM

View PostGorantir, on 06 January 2014 - 10:28 AM, said:

they are changing pilot skills,so this might all change.


To a limited degree from what I understand. I believe they will keep the requirement of the 3 and 3 rules, but otherwise will have some other changes. When those changes come, Redshift, myself, and some others are likely to be on top of it.

I know that pilot trees are getting their own rework.

There's been mention that eventually Mech trees will be retuned but I do not believe there will be critical changes. It's most likely the "25%" bonuses which with the 2x basics become 50%+ bonuses will be tuned down (they'd be pretty stupid not to).

Personally I'd prefer it if the mechs themselves also get unique or dynamic choice unlocks but it is unlikely (becomes a bit more difficult to balance).

View PostVoid Angel, on 06 January 2014 - 12:12 PM, said:

Actually, the Harvester Ant is a WorkMech. =)

I'm p-sychic!


True, but it does occasionally carry machine guns and a 60-rated diesel engine. Note that I was defining "Mech" as a term. I wasn't actually defining "Battlemech."

That said, if I ever get ahold of the Mechwarrior/Battletech license or in a company where I can get my hands on said license, the Harvester Ant and the King Crab will be prominently featured, along with the Ambassador, battletanks, aerotech fighters, and also but most likely as decoration the naval and space ships.


View PostFriarShaggy, on 06 January 2014 - 03:01 PM, said:

I understand the 2x basics i think. It's 2 times the effects. I hope that's right. Do i get a gold star Profesor Koniving?

Friar.


Posted Image

#27 Void Angel

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Posted 07 January 2014 - 12:21 AM

Ah, but you did define 'Mech as battlemech. Which is why I was teasing you in the first place. =P

It would be nifty to have a BattleTech experience that runs the full gamut of battlefield possibilities - but you'd need either a good AI for tanks and vehicles, or a different format from this game. Still, the game setting is fun, which is why so many of us still enjoy it.

#28 FriarShaggy

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Posted 07 January 2014 - 08:13 AM

*Enrolls in all Prof Koniving's Courses* Ty mate, learning alot from your posts

Friar.

ps. And every1 elses too.

#29 Koniving

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Posted 07 January 2014 - 08:21 AM

View PostVoid Angel, on 07 January 2014 - 12:21 AM, said:

Ah, but you did define 'Mech as battlemech. Which is why I was teasing you in the first place. =P

It would be nifty to have a BattleTech experience that runs the full gamut of battlefield possibilities - but you'd need either a good AI for tanks and vehicles, or a different format from this game. Still, the game setting is fun, which is why so many of us still enjoy it.


Different format. Either significantly larger number of players per match or a system that has various setups (tanks only, tanks and mechs, mechs only). I'm thinking unless I trade the one player, one life system there won't be a way to put in aerotech fighters/bombers as playable units unless it converts to an MW:LL or Battlefield-like format. In which case the consumable idea isn't so bad but the delivery has got to be modified.

Spoiler


#30 Void Angel

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Posted 07 January 2014 - 11:11 AM

View PostKoniving, on 07 January 2014 - 08:21 AM, said:


Different format. Either significantly larger number of players per match or a system that has various setups (tanks only, tanks and mechs, mechs only). I'm thinking unless I trade the one player, one life system there won't be a way to put in aerotech fighters/bombers as playable units unless it converts to an MW:LL or Battlefield-like format. In which case the consumable idea isn't so bad but the delivery has got to be modified.

You could also go for a more RTS style of game, or a turn-based setup - with the unnatural fragility of even tanks compared to Battlemechs in MWO, it'd be difficult to incorporate them into an FPS without a system to govern who gets them (certifications, point-buying, etc.)

As far as multiple reticles, I'd be surprised if it wasn't too much complexity for too little return - easier to make weapons converge at their effective ranges instead. It'd take more skill to aim, but would be easier to understand and still generally have the effect of limiting pinpoint alphas, especially if you implemented size limits for certain weapons and made all ACs rapid-fire.

Edited by Void Angel, 07 January 2014 - 11:12 AM.


#31 Nothing Whatsoever

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Posted 07 January 2014 - 12:36 PM

View PostVoid Angel, on 07 January 2014 - 11:11 AM, said:

You could also go for a more RTS style of game, or a turn-based setup - with the unnatural fragility of even tanks compared to Battlemechs in MWO, it'd be difficult to incorporate them into an FPS without a system to govern who gets them (certifications, point-buying, etc.)


If we had tanks we could pilot in MWO, there shouldn't be too many challenges, I hope, in fitting them in. And there frailty maybe setup to the fact that there are fewer sections needed to be disabled, instead of adding in other elements that I've read about from the table top game.

One thing I wanted to share was an armor formula that I have found for tank armor, it is 3.5*tons+40. So doubled would give us the MWO armor amount. For example I was looking at the 80 Ton Rhino, with doubled armor it could have a total Armor of 640 (depending on any other armor limits I haven't found yet, that's an additional 146 armor over 80 ton mechs to use on fewer sections). So potentially, the Rhino could have this amount of armor per section:
  • Turret: 145
  • Front: 145
  • Right side: 125
  • Left side: 125
  • Rear: 100
So depending on weapon limits and possibly having things like power amplifiers for energy weapons with ICE engines, it would be interesting to see if we could one day see some tanks available either as AI or player controllable.

I also wanted to share this excerpt I found from the Tech Manual that I thought was a neat read:
Spoiler


#32 Koniving

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Posted 07 January 2014 - 08:25 PM

View PostVoid Angel, on 07 January 2014 - 11:11 AM, said:

You could also go for a more RTS style of game, or a turn-based setup - with the unnatural fragility of even tanks compared to Battlemechs in MWO, it'd be difficult to incorporate them into an FPS without a system to govern who gets them (certifications, point-buying, etc.)

As far as multiple reticles, I'd be surprised if it wasn't too much complexity for too little return - easier to make weapons converge at their effective ranges instead. It'd take more skill to aim, but would be easier to understand and still generally have the effect of limiting pinpoint alphas, especially if you implemented size limits for certain weapons and made all ACs rapid-fire.


You'd be surprised. You know there are tanks between 20 and 100 tons, right? There's even tanks that according to Sarna are built to go toe to toe with an Atlas with a chance to win (provided melee didn't play into the mix).

But you are right on that. Problem is that creates encouragement to use very specific boats where all the weapons easily converge at just the right range.

#33 Victor Morson

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Posted 07 January 2014 - 08:34 PM

View PostVoid Angel, on 07 January 2014 - 11:11 AM, said:

You could also go for a more RTS style of game, or a turn-based setup - with the unnatural fragility of even tanks compared to Battlemechs in MWO, it'd be difficult to incorporate them into an FPS without a system to govern who gets them (certifications, point-buying, etc.)


Living Legends already did it.

Also tanks in BattleTech are actually pretty freaking good, in particular for their BV. If I was running some TT campaign where I wanted to get the absolute best bang for the buck, it'd be about 80% armor, 10% support (air, infantry, etc.) and like 10% 'mech, honestly.

And that's even in the face of the silly nerfs they're given, like how their treads fall off left and right, when in reality a 'mech leg = far more easy to screw up than a tread.

Edited by Victor Morson, 07 January 2014 - 08:36 PM.


#34 Void Angel

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Posted 07 January 2014 - 10:58 PM

View PostKoniving, on 07 January 2014 - 08:25 PM, said:


You'd be surprised. You know there are tanks between 20 and 100 tons, right? There's even tanks that according to Sarna are built to go toe to toe with an Atlas with a chance to win (provided melee didn't play into the mix).

But you are right on that. Problem is that creates encouragement to use very specific boats where all the weapons easily converge at just the right range.

The problems with tanks is that every time, per tabletop, you hit them, it has a small but significant chance to partially or completely disable the vehicle. Helicopters and hovercraft are even more fragile, but I mean, they're held up by spinning fans - they should be. Tanks, on the other hand, should be tougher than any walking articulated robot - but that's not fun for the genre, which is fine. Heavy Gear is fun, too, but it's not BattleTech. The point is that you'd have to have a point-buying system, or buff tanks, or both, to give them a place on an FPS battlefield of the MWO or Battlefield type.

On a one-for-one footing, tracked vehicles are substantially inferior to BattleMechs, - for example, every time you are hit, with anything, there is a ~5.6% chance that you will suffer a complete mobility kill. Vehicles also: cannot mount Endo-steel; are killed when any internal location is fully destroyed; suffer a 50% total kill ratio from any critical hit; and must carry enough heat sinks to keep their weapons heat neutral. Non-tracked vehicles do enjoy a speed advantage over BattleMechs (they get a reduction in engine rating required to achieve a given speed,) but at the cost of increased fragility and the inability to navigate certain types of terrain. In short, you can't present canon vehicles as a reasonable substitute for BattleMechs - 'Mechs are the kings of the Battlefield, and are designed to be. In order to make vehicles a viable alternative, I think you have to limit the availability of BattleMechs somehow, or buff vehicles to be competitive.

Edited by Void Angel, 07 January 2014 - 11:00 PM.






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