Kageru Ikazuchi, on 10 July 2014 - 03:38 AM, said:
Key points to cover:
- Comparing infantry vs. a battlemech.
- Appealing to players as the plausible randomness and uncertainty.
- Appealing to a "mega gyro."
- Not realizing that players adapting to randomness of a fine nature can add to the challenge.
Okay. Since you've discounted my comparison of a rifleman hurtling through the air, lets go another direction: A tank. If a tank (such as an abrams tank) has a gyro and a jumpjet, do you think the crew is going to be able fire a shot accurately while it is hurtling through the air? Sure, a gyro would keep it upright, but I don't think it would make aiming the main gun any easier.
Players are only one aspect of randomness though. Again, if we're talking about how weapons should work, they shouldn't be perfectly freaking accurate. Especially on a moving 'mech platform with legs, and the huge ballistic, tank-sized weapon systems that it fires. Again, a targeting computer, a gyro, and anchoring systems (I.E. actuators) can serve to reduce these random ballistic forces, but they shouldn't eliminate them entirely. I think applying some sort of fine, random ballistics would add to the challenge.
If we're talking about the forces of a gyro vs. the forces that the 'mech is putting on the gyro, I think the 'mech would take precedence in that case. Sure, a gyro would help keep a 'mech upright, but I don't think it would turn a 'mech into a walking, immovable, metal object. Especially not with the forces that are being put on the 'mech all the time. If the gyro was about half of the 'mech's weight, then I could see your argument making sense.
Yokomohoyo, on 10 July 2014 - 05:23 AM, said:
PGI should also use common sense, logic and reason to get rid of Gauss Rifle explosion that makes absolutely no sense.
A Gauss Rifle explodes because it carries a built-in power generator (that said, with a built-in generator, there should be no charge). If that power generator get's roughed up, it destabilizes and blows up.
Yokomohoyo, on 10 July 2014 - 05:23 AM, said:
These are words of wisdom but your arguments against jump-sniping are not. You are using the BattleTech canon instead of common sense. Your arguments for the problem of jump-sniping are for a human sniper using a traditional scope. An M1 Abrams can keep its gun on target even with the enormous amounts of shake created by its tracks. It is a common misconception that gun recoil affects an aircraft and it was debunked here:
http://www.stripes.c...-fired-1.152557
Instead of nerfing everything that works like jump-sniping, PGI should provide the tools needed so that all types of playstyles are as effective as jump-sniping.
Actually that article was stating that recoil doesn't effect movement... not targeting. Of course pilots can compensate for targeting errors produced by movement and recoil: Because they've been trained to do it through practice. They've adapted to that fine bit of randomness. That does not mean those vehicles are immune to targeting errors (such as crosshair "shake") by outside forces.
Yokomohoyo, on 10 July 2014 - 05:23 AM, said:
Warning reading the information below might cause confusion, boredom and drowsiness so read it at your own risk. In theory Schrödinger’s equation can determine the location of an electron with reasonable exactitude and if you can use science to locate something as small and as fast moving as an electron then something as big and slow as a mech shouldn’t be a problem. Science is about exactitude and precision although it allows for systematic and random errors. This quote from informationphilosopher.com further explains the importance of predictability in science: “Predictability is an important characteristic of law-governed phenomena. It is an essential part of the scientific method, sometimes called the hypothetico-deductive-experimental-observation method.”. I know your intent and your use of Schrodinger's uncertainty principle in your argument is wrong. For your argument you want to use entropy which is a measure of disorder or chaos. However it does not invalidate Kageru Ikazuchi’s argument that science is predictable. I really hated my physical chemistry classes but I learned something.
Have you read the works of Erwin Schrodinger? He really is quite an ingenious man. His work was based on the principle that no human observer can possibly observe every method or outcome. He was seeing the world the way it actually was, not the way conventional scientists wanted it to be. To quote Dr. Schrodinger: "If nature is more complicated than a game of chess, a belief to which one tends to incline, then a physical system cannot be determined by a finite number of observations. But in practice a finite number of observations is all that we can make. All that is left to determinism is to believe that an infinite accumulation of observations would in principle enable it completely to determine the system. Such was the standpoint and view of classical physics, which latter certainly had a right to see what it could make of it. But the opposite standpoint has an equal justification: we are not compelled to assume that an infinite number of observations, which cannot in any case be carried out in practice, would suffice to give us a complete determination."
To apply that with Mechwarrior, sure we can't apply chaos theory to this game (as I think that would take overly complex and an astronomical amount of coding) but P.G.I could make at least some things adhere to reality: Such as ballistics, recoil, or the estimated forces acting on a 'mech while flying through the air. Giving the game this sort of randomness would not take away from the game, but add a new element that players would need to adapt to.
Void Angel, on 10 July 2014 - 07:41 AM, said:
Well, I dealt with the definition of "realism" and the definition of "simulation" because they were central to the argument you were making at the time...
Which is why I decided to segway that topic into what would be plausible and implausible rather then try to settle on a definition.
Void Angel, on 10 July 2014 - 07:41 AM, said:
Regardless, I'm not sure I can buy into everything you're telling me here - sure, more stuff probably needs to be done,
Well, at least we agree on that.
Void Angel, on 10 July 2014 - 07:41 AM, said:
but it's not terribly useful to criticize a part because it's not the whole howitzer. I mean, the accuracy of our gyro-stabilized weapons isn't the same issue as jump jet efficiency, which is all that's being addressed here. Or knockdown/fall mechanics (which are hopefully coming back some day, but removed for
good reason.)
I decided to stick with the Jump Jet issue since over-saturating this topic with other issues (such as pinpoint damage) would be arbitrarily overwhelming. Yes, I know the issue is multifaceted.
Void Angel, on 10 July 2014 - 07:41 AM, said:
The proposed jump jets will generate heat, as well...
No. They don't. If you read Paul's original post, they simply prevent the 'mech from cooling down. They do not add or generate heat.
Void Angel, on 10 July 2014 - 07:41 AM, said:
and I have to ask again, what do you mean by "supposed to?" The tabletop rules (which deal with balance, as the fiction does not) do not have punitive leg damage, and the only time you even have to make a roll to land is when you have damaged actuators, or for Death from Above attacks (falling isn't certain even then.) Any Mechwarrior in tabletop could fire weapons while jumping, and it was only significantly hard to hit if the target was moving fast and/or at longer ranges - not enough to justify some novel author's assertion that only a tiny fraction of Mechwarriors could score hits while jumping. The movement modifier for jumping was only one point more than the modifier for moving past two-thirds of max speed. Sure, that's +1 on a 2d6 bell curve, but it's still not a huge difference.
"Not a huge difference?" I don't know what ruleset you ran by, but a jump-sniping roll was incredibly difficult to pull off. Discounting the roll you would need to make simply to HIT the pilot you're aiming at, you had to make a piloting check (which had a rather high DC) just to jump and shoot, then you had to make another piloting check to keep from falling over and damaging your 'mech. Oh and let's NOT forget that if you did (by some miracle) hit the 'mech you were aiming at, you had to make a ridiculous DC for the shot to do any kind of lethal damage. You could mitigate this difficulty by equipping your 'mech with reinforced legs, improved jump-jets, a targeting computer, and improved gyro, but even then the rolls were still difficult to make.
You can argue that it is hard to translate "difficulty" from a TT format over to a FPS format, but I think we can all agree that jump-sniping in M.W.O., at present, is not NEARLY as difficult to pull off as it is in other iterations of Battletech (not counting MW4 because that whole game revolved around jump-sniping, and no heat/ammo servers. The removal of basic jump mechanics in MW4 made it stupid-easy to jump-snipe).
Void Angel, on 10 July 2014 - 07:41 AM, said:
Bad fanfiction. Plz stahp.
For future reference, I'm referencing alternative rulesets in other Battletech games that could act as a reference point for how jump-jets could work in M.W.O. I'm not using the novels as a framework or guide for the mechanics of how jump-jets should work in M.W.O.
Edited by ReXspec, 10 July 2014 - 12:58 PM.