Haeso, on 22 November 2011 - 10:51 PM, said:
Read the books. I'm not even talking about simulating the tabletop. I'm talking about simulating the actual universe. The targeting systems WERE crapshoot inaccurate.
And even if one were talking about simulating TT, who are you to say it was meant as an abstraction and not working as intended? Were you involved with the creation of battletech? Can you point me to where it says the rules for targeting were meant as an abstraction rather than an accurate portrayal? I'm fairly sure you can't
The books were also written by a myriad of different writers, and were written from the context of telling a story, not laying out exact playable gameplay. Some of their content actually contradicts material from other authors.
and i can in fact point out exactly which book says exactly that.
Quote from: Total Warfare page 36-37
"Weapons ranges provide another example. Players will quickly realize that the longest-range standard weapon in the game can only hit targets out to thirty hexes (900m) from the attacker. Real-world primary main battle tank weapons have an operational targeting ranges in excess of 4,000 meters. Because Battletech map sheets are only seventeen hexes long, requiring more than seven map sheets laid end to end, for a playing space greater than 12 feet in length. Not many people have that type of table space, nor would it provide players with any tactical maneuvering room. Anywhere a player might move a unit on the map, an attacker could hit that unit."
been saying it, ranges and targeting in BT are not directly tied to any actual sci fi weapon limitation, its purely for the sake of gameplay in a turn based game space dictated by the average dinner table size
MW:O is not limited by the size of any particular dinner table. Gameplay and accuracy should be based on whatever the overall map sizes this game has.
At any rate, you don't need to make weapons stupid inaccurate to make them hard to use. There a many ways of introducing difficulty and damage spread without taking direct control away from a player. and you know what? i'm not even all that good. Those pure skill twitch players that scare the living daylights out of some of you guys, that some of you feel somehow morally superior to. Yeah i'm not one of them. I'm mediocre at best. I'd probably be better off under a CoF system. But I'll be damned if i want to see the skill ceiling so lowered to the point where aiming is reduced to slowing down and aiming in a general direction. I want to be able to practice to the point where i can learn how to deal with the bounce of my mech and the recoil of my guns and have that skill reflect in my effectiveness in game. If i miss, i want it to be because of my failure to account for and compensate for various factors, not simply because i didn't reduce the modifiers to my hitchance enough.
Edited by VYCanis, 23 November 2011 - 12:15 AM.