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Ai As Is And Contents To Be


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#1 Namouche

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Posted 07 January 2015 - 05:52 AM

Well, if we already have AI (from turrets and from dropships - itself a moving turret), which although pretty basic is a functional AI, why don't PGI make the next step:
  • tanks (http://mwomercs.com/...dd-tanks-to-cw/);
  • bombing runs (a loop of airstrikes issued by a command console p.e.);
  • infantry (tiny man-like turrets inside a building -at windows or top of it), easily destroyable by machinegun fire or flamers, but resistant to other types of weapons;
  • destroyable buildings (we already have generators, so...fill a city with something like them - but without the FPS hungry smoke);
  • destroyable enviro-contents (trees, cars, lightposts, etc, only with 1HP);
  • so much else


#2 GreyNovember

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Posted 07 January 2015 - 05:56 AM

Destroyable buildings is different from a box shaped entity that can be damaged with weapons fire, that blackens and smokes when it loses all HP.

I just want to point that out.

#3 Trashhead

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Posted 07 January 2015 - 10:43 AM

View PostNamouche, on 07 January 2015 - 05:52 AM, said:

(...)infantry (tiny man-like turrets inside a building -at windows or top of it), easily destroyable by machinegun fire or flamers, but resistant to other types of weapons;
(...)


You, Sir, just single handedly solved the entire "PGI needs to buff the Flamer"-Rant in a single post!
(No one seems to understand that Flamers in Battletech are supposed to be an Anti-Infantry weapon (as well as a tactical weapon for setting things on fire, which then will create additional heat for enemy mechs; but thats another story), and not so much an Anti-Mech-Weapon; hence the constant "Buff-The-Flamer"-Rants).

Thank you ! :D

#4 Burktross

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Posted 07 January 2015 - 12:12 PM

View PostTrashhead, on 07 January 2015 - 10:43 AM, said:


You, Sir, just single handedly solved the entire "PGI needs to buff the Flamer"-Rant in a single post!
(No one seems to understand that Flamers in Battletech are supposed to be an Anti-Infantry weapon (as well as a tactical weapon for setting things on fire, which then will create additional heat for enemy mechs; but thats another story), and not so much an Anti-Mech-Weapon; hence the constant "Buff-The-Flamer"-Rants).

Thank you ! :D

But making all other weapons useless sounds ludicrious.
"Psssh... 40 missiles the size of my body-- AHHHH, NOT THE MG!"

#5 Sparks Murphey

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Posted 07 January 2015 - 01:23 PM

View PostBurktross, on 07 January 2015 - 12:12 PM, said:

But making all other weapons useless sounds ludicrious.
"Psssh... 40 missiles the size of my body-- AHHHH, NOT THE MG!"

The thing is, each of those missiles has the firepower to kill a single soldier many, many times over, but concentrated in such a way that it can pierce armour. Same goes for a PPC. If a missile, PPC bolt, or machine gun bullet hit an infantryman, you've got a dead infantryman - but you never get just 1 MG bullet. Though combined, a burst of MG fire does significantly less damage to a hard target than the missile or PPC bolt, the fact that there's so many of them means you can mow down multiple targets quickly.

#6 ScorpionNinja

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Posted 07 January 2015 - 07:15 PM

View PostNamouche, on 07 January 2015 - 05:52 AM, said:

Well, if we already have AI (from turrets and from dropships - itself a moving turret), which although pretty basic is a functional AI, why don't PGI make the next step:
  • tanks (http://mwomercs.com/...dd-tanks-to-cw/);
  • bombing runs (a loop of airstrikes issued by a command console p.e.);
  • infantry (tiny man-like turrets inside a building -at windows or top of it), easily destroyable by machinegun fire or flamers, but resistant to other types of weapons;
  • destroyable buildings (we already have generators, so...fill a city with something like them - but without the FPS hungry smoke);
  • destroyable enviro-contents (trees, cars, lightposts, etc, only with 1HP);
  • so much else


+10
PGI only cares about making more Maps and Mechs. They think whats ingame RIGHT NOW, will KEEP Players playing for Years to come...

#7 Lily from animove

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Posted 08 January 2015 - 05:05 AM

View PostNamouche, on 07 January 2015 - 05:52 AM, said:

Well, if we already have AI (from turrets and from dropships - itself a moving turret), which although pretty basic is a functional AI, why don't PGI make the next step:
  • tanks (http://mwomercs.com/...dd-tanks-to-cw/);
  • bombing runs (a loop of airstrikes issued by a command console p.e.);
  • infantry (tiny man-like turrets inside a building -at windows or top of it), easily destroyable by machinegun fire or flamers, but resistant to other types of weapons;
  • destroyable buildings (we already have generators, so...fill a city with something like them - but without the FPS hungry smoke);
  • destroyable enviro-contents (trees, cars, lightposts, etc, only with 1HP);
  • so much else




Nonononono, its not half as easy as you make it look. servers are already superbusy if yu want destuctible envireonment, you cause a load more the seerver has to calculate and maange. And a laod more of environmental information to share btween server and 24 people.

Adding these may be cool, but we are rstricted with what we already have and technically this would porbbaly not be possible without totally destroying serevr performance and network traffic.

And then many players already have client side performance issues, who will probably not be able to play the game anymore if their client has to handle this now too.

Edited by Lily from animove, 08 January 2015 - 05:05 AM.


#8 Namouche

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Posted 08 January 2015 - 12:59 PM

View PostLily from animove, on 08 January 2015 - 05:05 AM, said:


Adding these may be cool, but we are rstricted with what we already have and technically this would porbbaly not be possible without totally destroying serevr performance and network traffic.





Hey, what I know from programming pretty resumes to LOAD"". But if other CRYTEK based games like Hawken (*PUK") has them...and where's the immersion promised around 2012? Looking at Armored Warfare there're lots around to be destroyed.
So...if others do it and PGI doesn't it's not because they can't do it but because they don't want to.

Anyway, FEATURES are wanted directions, and I would like this game to be more "real", as for example:
- what? my 100ton Atlas can't smash this punny SUV?
- wait: a House can pay a dozen mercs to rampage around River City but can't afford a single helicopter? not even a bunch of guys with shotguns?
- this BOG has trees made of ferro-crete
- our minning facility is über-resistant: you can fire whatever you want into our big-fuel-ladden reservoirs or whatever and they won't explode. We'll still be here after this planet's sun goes nova

Contents are not just mechs. Even older mech games had infantry, tanks, helis, boats, turrets, strongpoints, dropships, airforce, artillery - 14 years ago - and today the ONLY destroyable building is a bunch of fences at Canyon (besides those super accurate idiotic turrets). Heck, MW1 had destroyable buildings back in 1989, and I could multiplay with a SPL armed foot soldier in MW4, where I could also cause tear damage with the claws of an elemental (phyisical damage, PGI!).

#9 Tarogato

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Posted 08 January 2015 - 01:20 PM

I too still don't understand why PGI can't implement all of these features. Plenty of other games have larger maps with more players and plenty of destructible terrain. Plenty of them are running on the same engine. What's the hold up in MWO? Oh right... poorly written code. Same reason we can't have MASC.

Seriously hope they consider revisiting building blocks at some point to make all of this possible again.





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