Livewyr, on 01 July 2014 - 10:28 AM, said:
That is cute. I love rolling digital dice to see if I am accurate or not. Screw the whole reticle thing.
A case-perfect example of a strawman; at least if this is supposed to represent how aiming and combat works in the tabletop and in the fictional lore.
Where did you go wrong?
"... see if I am accurate or not..."
The only part that this would be right for is the gunnery skill roll. Which not even I advocate using; as it is *wrong* to put the GSR's into a mechwarrior video game.
The GSR represents the Mechwarrior's gunnery skill.
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However, and this is the central missing part, there IS a part of the fictional lore represented in the tabletop combat system that describes
the battlemech's combat capabilities. This mechanic is referred to as the "Hit-Location Tables." All the HLTs do is simply represent how various combat situations affect a 'Mech's ability to hit the target it's pilot is indicating/tracking with the reticule on their main hud.
They're heavily bell-curved to have most hits concentrate under the reticule; and the best part is, depending on what choices and skill a player would use, there are HLTs that concentrate the weapons fire even more. In fact, if you choose to use a single weapon and have some patience, you can even get that single weapon to hit exactly what's under the reticule.
The HLTs, which, again, represent the BattleMech's combat capabilities.
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(That works in TT because mechs are effectively *not* moving when you shoot.)
Not true. The 'mechs in TT take anywhere from a non-existent all the way up to a massive hit on their combat capability from varying movement modifiers.
In the TT you can fire while running at nearly 300 mph, if you wanted.
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Simple mechanics, apply risk versus reward,...
Easy enough indeed, using the HLTs.
If you want to take the risk of an arm-mounted gauss rifle, being immobile, propping that arm up on an appropriately sized structure, and standing totally still for 30 seconds or more, you can pop slow-moving non-evasive targets out literally as far as you can see, if the HLTs and their associated mechanics were used. Make yourself the perfect target, in order to hit an otherwise impossible target. To top this off, you, as the player, have to have the reticule control skills to track the exact part you want on a visually TINY target. Risk/reward.
Livewyr, on 01 July 2014 - 11:02 AM, said:
How exactly does one miss where his laser is pointed at?
The lasers (in the lore) have to have an "on time" AND hit the exact ... EXACT ... same spot in order to do their full rated battlefield damage. Thus the "slop factor."
KamikazeRat, on 01 July 2014 - 01:57 PM, said:
... except that we now know for a fact that the recoil affects from firing weapons on a 'mech don't affect the 'mech's weapons alignment abilities in the lore, and the above-mentioned HLTs would fix the problem that the proposed recoil mechanic would try and fix.
Fastwind, on 04 July 2014 - 09:17 PM, said:
and we are far in the future,you would think that the accuracy gets even better with better technology.
BattleTech/MechWarrior aren't "our future" - they were never intended as such and haven't been written as such.
They're about fun escapism, not "uber realism."
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+ so many games have RNG mechanics we don't need more of them.Go play these games if you want RNG.
So, would you have a problem with simulating the combat capability of the mechs as they are in the fictional lore? Even knowing that doing so would NOT remove your physical controller skill or your mental choice making as the determining factor for winning?
Or are you stuck in the mental rut of "RNG = NOT POSSIBLE TO HAVE SKILLS MATTER!!!" fallacy?
Edited by Pht, 06 July 2014 - 09:10 AM.