Posted 23 November 2011 - 01:31 AM
First off let me apologize for missing anything as I freely admit to having skimmed some of the 13 pages of backlog I am catching up on.
My understanding of this discussion is that it boils down to a few fairly simple questions.
1. How good is Battletech era tracking and aiming technology anyways. The answer is that its crap, simple crap. Modern technology can drop a single missile down a hatch from a 1000 miles away no sweat. SRM's are unguided, dumb fire, rockets really. This is the BEST part of battletech, its wild discrepancy with the real world, it makes the setting more fun, more interesting, and best of all, playable, both in table top and in a digital environment. (Point in favor of Cone of Fire)
2. Is the Player piloting a mech, or guiding the intent and planning of a character (presumably with game stats and XP earning and expenditure choices) who is in turn piloting a MUCH more complex user interface than a mouse, in a combat environment full of distractions. From what I read it is fairly clear the game comes down on the 'player is not the pilot' side of this question and thus the skills, abilities, luck (RNG), and countless other variables should influence the firing solution. (Point in favor of Cone of Fire)
3 Have I as a player (despite being no good at FPS games) played MW 1-4 and all their expansions to the point that I could expect, not hope, but actually plan, to take out enemy mechs with a single shot of 14 Extended Range Medium Pulse lasers into the leg (MW 1 or 2) or two shots into the arms (MW 3-4) every time I need to, and think that is kinda fun in a single player game, or lightly multiplayer game where my opponents can do the same if they get the drop on me? Hell yes, that was a blast. (Point in favor of Pinpoint Aim)
4. Does the Battletech universe have an amazing amount of cannon information, system mechanics that have withstood 30 ish years of play with what amounts to no revision (only additional content), and player entertainment based almost entirely on the principle addressed in the question. "You hit, now Where did you hit, and does it help?" I think this one is a big, you bet it has, yes. (Point in favor of RNG of some type)
5. Do we want the game to be fun, interesting, challenging, and offer some benefit to both player skill, and character advancement/specialization in a role or even weapon type? Well sure that's what games are. (Point in favor of Cone of Fire with player guidance)
So to summarize my opinion as a long time player, and a system mechanic favoritism, and a damn fine sniper of mechs if I do say so my self. If this game keeps the MW 1 or 2 style of pinpoint aim and death on single leg destruction I will NEVER play it, I did that 15 years ago, and that is done. If however I get to have a story, a character with some growth both XP wise and perhaps even style wise, in addition to playing with my friends and making a faction that can fight on the galactic scale, then I think I may never pick up another game again. (Point in favor of Cone of Fire)