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Map/mech/size/design


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#1 Col Kurtz

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Posted 05 December 2014 - 11:18 AM

For what it currently is, Arena Shooter, Mech Bay, this is currently my favorite game that i am playing, im addicted to it, well done PGI. I wish we had this in single player, with a galaxy map and contracts like the original Mechwarrior on PC. That would rock... anyway, here is one of my few gripes about the game, from the first time i played it till now.

Mechs do not feel big or the maps feel like im running around in a regular FPS. It feels like they designed the map from the mechs eyes and not a human running around on the ground. I think it should have been designed from the humans eyes. So when piloting a mech, even a light feels like your really high up.

Some times i wish i could take one of these mechs, and place it in an ARMA 2 or 3 map. That would make the mech feel huge but still small compared to the map, as hills and mountains and valleys are more gradual.

I hope the new maps are massive, and make the mech feel massive compared to the average sized human.... or maybe let us get out of our mechs and look up... LOL. Not yet i guess.

#2 Gamuray

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Posted 05 December 2014 - 11:23 AM

At minimum they should allow mechlab exploration. Make a fully functioning model of our mechlab, with our 4 drop deck mechs (CW implementation) in the mechbays. Allow us to explore it as a person, with everything to scale and interactable. We should also be able to enter to cockpit in the mechlab, though launching from that position would be optional inclusion... I would be satisfied for a while with that...

#3 DEMAX51

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Posted 05 December 2014 - 11:24 AM

Take a look at this - it might help you better see that sense of scale.
http://imgur.com/a/bvxiD#0

#4 Col Kurtz

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Posted 05 December 2014 - 11:28 AM

View PostDEMAX51, on 05 December 2014 - 11:24 AM, said:

Take a look at this - it might help you better see that sense of scale.
http://imgur.com/a/bvxiD#0



Hell yes. Those are awesome. I know thats cry engine but where is this from?

#5 DEMAX51

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Posted 05 December 2014 - 11:31 AM

View PostCol Kurtz, on 05 December 2014 - 11:28 AM, said:



Hell yes. Those are awesome. I know thats cry engine but where is this from?


Someone pulled the assets to use in Crysis 3.

#6 MoonUnitBeta

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Posted 05 December 2014 - 12:10 PM

Scale if off because there's no humans running around and terrain detail is low. Bulding modeling is large and bulky, and most huts and finer signs of life are left out. Also because we can't get out of our mechs and walk around the world contributes to the cause. We don't have a grasp of how the map looks at ground level, so we don't have anything to draw a size comparison to.

I get a nice sense of scale in Viridian Bog (except for those umbrella-lillies, those just make me feel weird), but it would be neat to see some alien animals/wildlife fleeing as mechs stomp around the corner, or birds rush out of a tree when it's hit. Or if you stand still for a bit in forest colony, seagulls start landing on you to keep warm. When you move they fly away. They can also be scripted with a trigger to fly off when your mech gets so hot it starts to steam (i think it's around 60%?)

But anyyways. The reason it's tough to get that detail is because mechs are so high up and has such a long field of view. You're loading more geometry than your average 1st person shooter, so you can't achieve the same ground fidelity without compromising performance. LOD's can only do so much before things just look like featureless blobs in the distance.

Edited by MoonUnitBeta, 05 December 2014 - 12:23 PM.






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