bad arcade kitty, on 03 October 2015 - 03:08 PM, said:
i still don't get why quads need a lot of additional work
every mech model in the game has at least partially unique walking animation, they can make a 4 legged model and animate it probably wasting not much more effort than for animating a bipedal mech
do you think when somebody animates a centipede model they need 50 times more work than when they animate a bipedal model or what?
then, they can make quads torso twist just like existing mechs adding waist to the models like they did to nova
and... that's all. i cannot see any additional whole lot of work there
Every existing mech follows a standard bipedal motion.
The only variation is standard, or reverse knee.
This means most can use similar skeletons and modification of the same animations.
Quads also don't move, turn or behave the same.
So first, they need fresh code, fresh model skeletons and animation templates.
This also needs to work across the 4 legs, when they already have issues with getting 2 to sit right.
Then, they don't have arms, but turrets, which will require different placement and code.
And if you didn't realise, the code of MWO is a bit of a mess, with different coders and bits floating around.
There's also limitations of the Crytech engine.
There's reasons we don't have rear facing weapons, leg mounted weapons, rear-view mirrors and such.
It took them a LOT of work to implement Clan tech, Omnipods, etc, and needed to rebuild large parts for the UI to get it and other things working.
Quads will need special UI and system elements,
at least as much work as a Clans will be involved, on a far more niche technology, with a max potential return equivalent to that of 1-2 packages right now.